extends Node2D @export_group("Movement Properties") @export var speed = 25 @export var turn_speed = 25 @export_group("Vision Properties") @export var ray : RayCast2D @export_flags_2d_physics var player_collision_layer := 2 @export var max_view_distance := 50 @export_range(0.0, 360.0) var angle_cone_of_vision : float = 120 @export_range(0, 72) var sweeping_steps : int = 24 @export var debug_vision := false var sees_player : bool # Only used for Debugging purposes right now var player_positions : Array func _ready(): # Set Raycast into view Direction ray.target_position = Vector2(max_view_distance, 0) pass func swipe_view(): # Set Raycast to starting position ray.rotation_degrees = -angle_cone_of_vision / 2 # Create Array to Store Angles of Hits var hit_angles : Array # Clear Player Positions Array player_positions.clear() for step in sweeping_steps + 1: # Check Ray ray.force_raycast_update() if ray.is_colliding(): # Get Collider var collider = ray.get_collider() var collider_class = collider.get_class() var collision_layer : int # Get Collision Layer if collider_class == "TileMap": collider = collider as TileMap collision_layer = collider.tile_set.get_physics_layer_collision_layer(0) else: collision_layer = collider.get_collision_layer() # Checking Collision Layer if collision_layer & player_collision_layer > 0: hit_angles.append(ray.rotation_degrees) player_positions.append(to_local(ray.get_collision_point())) # Rotate Ray ray.rotation_degrees += angle_cone_of_vision / sweeping_steps return hit_angles func look_at_player(delta : float): # Get All Angles at which the Player can be seen var hit_angles = swipe_view() # If The Player cant be seen, return and do nothing if hit_angles.size() <= 0: sees_player = false return sees_player = true # Calculate Average Angle Of Player var average_angle : float for angle in hit_angles: average_angle += angle average_angle /= hit_angles.size() # 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): look_at_player(delta) pass func _draw(): # Draw a Debug Arc in case that Debug Vision is enabled if debug_vision: # Draw All Ray Positions var angle = -angle_cone_of_vision / 2 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) # Draw A Circle Around the Player if hes seen if sees_player: for pos in player_positions: self.draw_circle(pos, 4, Color.ORANGE_RED) queue_redraw() pass