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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