fx: prey-predator interactions
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@@ -39,7 +39,7 @@ func attack(target: Node) -> void:
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var hit_hittable = false
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if target.is_in_group("prey") or target.is_in_group("player"):
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if target.has_method("handle_damage"):
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target.handle_damage(damage, self)
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target.handle_damage(damage, self.collision)
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hit_hittable = true
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elif target.is_in_group("resources"):
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# TODO: resource handling logic
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@@ -92,12 +92,12 @@ animations = [{
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"speed": 5.0
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}]
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[node name="HammerheadPredator" type="Node" unique_id=1312337720 groups=["predator"]]
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[node name="HammerheadPredator" type="Node" unique_id=1312337720]
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script = ExtResource("1_xp037")
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maxHealth = 50
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metadata/_custom_type_script = "uid://dgfimmq53whll"
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[node name="Collision" type="CharacterBody2D" parent="." unique_id=76553184]
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[node name="Collision" type="CharacterBody2D" parent="." unique_id=76553184 groups=["predator"]]
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scale = Vector2(0.8, 0.8)
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collision_layer = 4
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collision_mask = 3
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@@ -11,16 +11,16 @@ func enter(previous_state_path: String, data := {}) -> void:
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finished.emit(owner.fsm.States.IDLE, {})
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func physics_update(_delta: float) -> void:
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if target == null or GameManager.calc_distance(owner.position, target.position) > owner.sight_range:
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if target == null or GameManager.calc_distance(owner.collision.position, target.position) > owner.sight_range:
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finished.emit(owner.fsm.States.IDLE, {})
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return
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# alternatively, we could use a collision shape and inbuilt signals, but im not sure if that works better (mixing signals and custom fsm stuff i mean
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if GameManager.calc_distance(owner.position, target.position) > owner.attack_range:
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if GameManager.calc_distance(owner.collision.position, target.position) > owner.attack_range:
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owner.move(move_towards(target.position))
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else:
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owner.attack(target)
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func move_towards(pos: Vector2) -> Vector3:
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var diff = target.position - owner.position
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var diff = target.position - owner.collision.position
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return Vector3(diff.x, diff.y ,0)
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