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extends Area2D
@export var force: float = 10.0
var current_direction := Vector2.UP: set = set_current_direction
var base_gravity: float = gravity
func set_current_direction(value: Vector2) -> void:
current_direction = value
gravity_direction = current_direction
gravity = base_gravity
if current_direction == Vector2.UP:
$AnimationPlayer.play("up")
gravity = base_gravity * 0.25
elif current_direction == Vector2.DOWN:
$AnimationPlayer.play("down")
elif current_direction == Vector2.LEFT:
$AnimationPlayer.play("left")
elif current_direction == Vector2.RIGHT:
$AnimationPlayer.play("right")
func get_impulse() -> Vector2:
return Vector2(force, force)
func apply_guiding_impulse(body: Node2D) -> void:
if (
current_direction == Vector2.LEFT or
current_direction == Vector2.RIGHT or
(current_direction == Vector2.UP and body.global_position.y > global_position.y)
):
body.apply_central_impulse(
(global_position - body.global_position).normalized() *
get_impulse()
)
func _on_timer_timeout() -> void:
current_direction = [
Vector2.UP,
Vector2.DOWN,
Vector2.LEFT,
Vector2.RIGHT,
].pick_random()
$Timer.wait_time = randf_range(5.0, 10.0)
func _on_body_entered(body: Node2D) -> void:
apply_guiding_impulse(body)
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