ft: made sprite behaviour consistent across entities
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@@ -2,15 +2,14 @@ extends AbstractPrey
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@onready var wrapper: WrappingManager = $WrappingManager
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@onready var collision: CharacterBody2D = $Collision
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@onready var sprite: AnimatedSprite2D = $"Collision/Sprite"
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@onready var sprite: AnimatedSprite2D = $Collision/Sprite
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@onready var fsm: StateMachine = $StateMachine
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var starting_pos
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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health = maxHealth
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sprite.play("Healthy")
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wrapper.play_sprite("Healthy")
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play_sprite(idle_sprite)
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if starting_pos:
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collision.set_position(starting_pos)
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@@ -32,14 +31,13 @@ func handle_damage(dmg: int, src: Node) -> void:
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fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
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func die() -> void:
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sprite.play("Dying")
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wrapper.play_sprite("Dying")
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play_sprite("Dying")
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GameManager.foodManager._spawn_food(collision.position)
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super.die()
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func become_injured() -> void:
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sprite.play("Injured")
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wrapper.play_sprite("Injured")
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idle_sprite = "Injured"
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play_sprite(idle_sprite)
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func _on_sight_body_entered(body: Node2D) -> void:
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if body.is_in_group("predator") or (health < maxHealth and body.is_in_group("player")):
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@@ -6,6 +6,7 @@ var threshold: float = 100
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func enter(previous_state_path: String, data := {}) -> void:
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if data.has("threat"):
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threat = data["threat"]
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owner.play_sprite("Fleeing")
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else:
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# default behaviour; do nothing
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finished.emit(owner.fsm.States.IDLE, {})
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@@ -5,6 +5,7 @@ var dir = Vector3(1, 1, 0)
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func enter(previous_state_path: String, data := {}) -> void:
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timer.start((float)(randi() % 5)/5)
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owner.play_sprite(owner.idle_sprite)
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func physics_update(_delta: float) -> void:
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owner.move(_delta * Vector3(randfn(0, 1), randfn(0, 1), 0), 1)
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@@ -6,6 +6,7 @@ var dir: Vector3 = Vector3(0,0,0);
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func enter(previous_state_path: String, data := {}) -> void:
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timer.start((float)(randi() % 10)/5)
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dir = calc_dir(randi() % 360)
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owner.play_sprite(owner.idle_sprite)
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func physics_update(_delta: float) -> void:
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owner.move(dir)
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