86 lines
2.3 KiB
GDScript
86 lines
2.3 KiB
GDScript
extends CharacterBody2D
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class_name Bunny
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@export var animation_player : AnimationPlayer
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@export var min_distance_to_player := 80.0
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@export var max_distance_to_player := 800.0
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@export var agent : NavigationAgent2D
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@export var speed := 100.0
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var health : int
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var team : int
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var player : Node2D
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var on_death_callbacks : Array
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var dir : Vector2
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var spread_time : float
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var current_time : float
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var collisions : int
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func _ready():
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seed(int(str(self)))
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spread_time = randf() * 2 + 0.1
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current_time = spread_time
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func _physics_process(delta):
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current_time -= delta
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if player != null and self.global_position.distance_to(player.global_position) < max_distance_to_player and collisions <= 3:
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if current_time <= 0:
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current_time = spread_time
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agent.target_position = player.global_position
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if min_distance_to_player and agent.is_target_reachable():
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var next_location = agent.get_next_path_position() + Vector2(randf() - 0.5 * 2, randf() - 0.5 * 2)
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dir = self.global_position.direction_to(next_location).normalized()
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if self.global_position.distance_to(player.global_position) > min_distance_to_player:
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self.velocity = dir * delta * 60 * speed
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update_animation()
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if delta > 0.5:
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print(delta)
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move_and_slide()
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else:
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animation_player.stop()
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pass
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func _on_collision(body):
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if body != self: collisions += 1
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pass
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func _of_collision(body):
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if body != self: collisions-= 1
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pass
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func damage(damage_amount : int):
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health -= damage_amount
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if(health <= 0): on_death()
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pass
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func heal(health_amount : int):
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self.health += health_amount
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pass
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func on_death():
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for callback in on_death_callbacks:
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callback.call(self)
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pass
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func sub_on_death(callback : Callable):
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on_death_callbacks.push_front(callback)
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pass
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func update_animation():
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match self.velocity:
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Vector2.ZERO: animation_player.play("Idle")
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_:
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var left_dot = Vector2.LEFT.dot(self.velocity)
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var right_dot = Vector2.RIGHT.dot(self.velocity)
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var up_dot = Vector2.UP.dot(self.velocity)
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var down_dot = Vector2.DOWN.dot(self.velocity)
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var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot)))
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match max_dot:
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left_dot: animation_player.play("MoveLeft")
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right_dot: animation_player.play("MoveRight")
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up_dot: animation_player.play("MoveUp")
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down_dot: animation_player.play("MoveDown")
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pass
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