Periodic boundary now applies to prey too

This commit is contained in:
2026-01-02 13:17:55 +01:00
parent 3262a8899c
commit 4160361145
5 changed files with 32 additions and 15 deletions

View File

@@ -1,11 +1,11 @@
extends CharacterBody2D
@export var speed = 200
var screen_size
var damage = 1
func _ready():
screen_size = get_viewport_rect().size
var screen_size = get_viewport_rect().size
GameManager.init_screen_size(screen_size.x, screen_size.y)
func _process(delta):
velocity = Vector2.ZERO
@@ -20,15 +20,5 @@ func _process(delta):
move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta
position = get_boundaried_position(position)
position = GameManager.get_boundaried_position(position)
# periodic boundary
func get_boundaried_position(position):
## clamp
#return position.clamp(Vector2.ZERO, screen_size)
## periodic
position.x = wrapf(position.x, 0, screen_size.x)
position.y = wrapf(position.y, 0, screen_size.y)
return position

View File

@@ -16,8 +16,11 @@ func _process(delta: float) -> void:
func _physics_process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
func move(destination: Vector3) -> void:
move_and_collide(Vector2(destination.x, destination.y))
func move(motion: Vector3) -> void:
move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
func die() -> void:
sprite.play("Dying")