ft (wip): hammerhead predator
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@@ -34,7 +34,7 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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# smoothly rotate
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if self.rotation != self.desired_rotation: # FIXME: causes the mirror sprites to flip out
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if self.rotation != self.desired_rotation:
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self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
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# Boundary mirroring
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@@ -43,8 +43,8 @@ func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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pass
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func move(motion: Vector3) -> void:
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move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed) # Moves along the given vector
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func move(motion: Vector3, mod: float = 1.0) -> void:
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move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
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self.desired_rotation = atan2(motion.y, motion.x)
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# Apply boundary to new position
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@@ -72,7 +72,7 @@ func become_injured() -> void:
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mirrorSprite3.play("Injured")
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func _on_sight_body_entered(body: Node2D) -> void:
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if body.is_in_group("predators") or body.is_in_group("player"):
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if body.is_in_group("predator") or (health < maxHealth and body.is_in_group("player")):
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fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": body})
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