From 5c52c04acb4d2b4a83b7f93a025fb5a69bfa50f6 Mon Sep 17 00:00:00 2001 From: snoweuph Date: Thu, 2 Feb 2023 23:09:00 +0100 Subject: [PATCH] Cleanup Code --- Scripts/Enemy/EnemyLook.gd | 22 ++++++++-------------- Scripts/Player/PlayerMovement.gd | 18 ++++++++---------- 2 files changed, 16 insertions(+), 24 deletions(-) diff --git a/Scripts/Enemy/EnemyLook.gd b/Scripts/Enemy/EnemyLook.gd index 5b74c3a..2edf67a 100644 --- a/Scripts/Enemy/EnemyLook.gd +++ b/Scripts/Enemy/EnemyLook.gd @@ -13,6 +13,8 @@ extends Node2D @export var debug_vision := false var sees_player : bool + +# Only used for Debugging purposes right now var player_positions : Array func _ready(): @@ -20,9 +22,7 @@ func _ready(): ray.target_position = Vector2(max_view_distance, 0) pass -func view(): - # Swipe the Raycast instead of using a lot to get better performance - +func swipe_view(): # Set Raycast to starting position ray.rotation_degrees = -angle_cone_of_vision / 2 @@ -56,10 +56,9 @@ func view(): ray.rotation_degrees += angle_cone_of_vision / sweeping_steps return hit_angles -func rotate_to_player(delta : float): - +func look_at_player(delta : float): # Get All Angles at which the Player can be seen - var hit_angles = view() + var hit_angles = swipe_view() # If The Player cant be seen, return and do nothing if hit_angles.size() <= 0: @@ -75,16 +74,10 @@ func rotate_to_player(delta : float): # Rotate towards Player, but limit it by rotation speed self.rotation_degrees += clampf(average_angle, -2 * PI * delta * turn_speed, 2 * PI * delta * turn_speed) - pass func _physics_process(delta): - rotate_to_player(delta) - pass - -func _process(delta): - if debug_vision: - queue_redraw() + look_at_player(delta) pass func _draw(): @@ -96,7 +89,7 @@ func _draw(): for step in sweeping_steps + 1: self.draw_line(Vector2(), Vector2(max_view_distance,0).rotated(deg_to_rad(angle)), Color.DARK_RED, 0.5, false) angle += angle_cone_of_vision / sweeping_steps - + # Draw Ray Arc self.draw_arc(Vector2(), max_view_distance, deg_to_rad(-angle_cone_of_vision / 2), deg_to_rad(angle_cone_of_vision / 2), sweeping_steps + 1, Color.RED, 0.5, false) @@ -104,5 +97,6 @@ func _draw(): if sees_player: for pos in player_positions: self.draw_circle(pos, 4, Color.ORANGE_RED) + queue_redraw() pass diff --git a/Scripts/Player/PlayerMovement.gd b/Scripts/Player/PlayerMovement.gd index 3fb1c03..6667297 100644 --- a/Scripts/Player/PlayerMovement.gd +++ b/Scripts/Player/PlayerMovement.gd @@ -2,17 +2,15 @@ extends CharacterBody2D @export var speed = 50 -# Called when the node enters the scene tree for the first time. -func _ready(): - pass # Replace with function body. - -func get_input(): +func get_move_vector(): var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized() return input_direction -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _physics_process(delta): - self.velocity = get_input() * speed - self.move_and_slide() - + +func _physics_process(delta): + # Set Velcoity to Move Vector times speed + self.velocity = get_move_vector() * speed + # Do the Physics-Calculations of the Player + self.move_and_slide() + pass