Periodic boundary now applies to prey too

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

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@ -0,0 +1,19 @@
extends Node
var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
# Alternative would be to pass the player reference to this script (which might be better?)
func init_screen_size(x:float, y:float) -> void:
screen_size.x = x
screen_size.y = y
# This can take a vector of any size (but should be 2d, other components are unused)
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

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@ -0,0 +1 @@
uid://vsbibc5fanou

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@ -1,11 +1,11 @@
extends CharacterBody2D extends CharacterBody2D
@export var speed = 200 @export var speed = 200
var screen_size
var damage = 1 var damage = 1
func _ready(): 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): func _process(delta):
velocity = Vector2.ZERO velocity = Vector2.ZERO
@ -20,15 +20,5 @@ func _process(delta):
move_and_collide(speed * velocity * delta) move_and_collide(speed * velocity * delta)
#position += 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

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@ -16,8 +16,11 @@ func _process(delta: float) -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0)) self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
func move(destination: Vector3) -> void: func move(motion: Vector3) -> void:
move_and_collide(Vector2(destination.x, destination.y)) 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: func die() -> void:
sprite.play("Dying") sprite.play("Dying")

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@ -15,6 +15,10 @@ run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.5", "Forward Plus") config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
GameManager="*res://game_manager.gd"
[global_group] [global_group]
player="All scenes that constitute players should be added here." player="All scenes that constitute players should be added here."