fx: prey-predator interactions
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@@ -18,6 +18,10 @@ func move(motion: Vector3, mod: float) -> void:
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position = GameManager.get_boundaried_position(position)
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func handle_damage(dmg: int, src: Node) -> void:
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if owner:
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owner.handle_damage(dmg, src)
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func duplicate_init() -> void:
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var sight = $Sight
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remove_child(sight)
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@@ -55,7 +55,7 @@ animations = [{
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script = ExtResource("2_0227s")
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maxHealth = 20
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[node name="Collision" type="CharacterBody2D" parent="." index="0" unique_id=331517910]
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[node name="Collision" type="CharacterBody2D" parent="." index="0" unique_id=331517910 groups=["prey"]]
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scale = Vector2(0.2, 0.2)
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collision_layer = 2
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collision_mask = 5
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@@ -1,6 +1,6 @@
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extends State
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var threat: Node2D
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var threat: Node
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var threshold: float = 100
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func enter(previous_state_path: String, data := {}) -> void:
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@@ -11,13 +11,12 @@ 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 not is_instance_valid(threat) or GameManager.calc_distance(owner.position, threat.position) > threshold:
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if not is_instance_valid(threat) or GameManager.calc_distance(owner.collision.position, threat.position) > threshold:
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finished.emit(owner.fsm.States.IDLE, {})
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return
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owner.move(flee_from(threat.position))
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func flee_from(pos: Vector2) -> Vector3:
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# FIXME: What is the argument "pos" and why is it unused?
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var diff = threat.position - owner.position
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var diff = pos - owner.collision.position
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diff = diff.normalized() * -1
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return Vector3(diff.x, diff.y ,0)
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