ft: prey player detection

This commit is contained in:
2026-01-27 19:54:16 +01:00
parent c9880d9b35
commit 7207626315
3 changed files with 22 additions and 11 deletions

View File

@@ -3,7 +3,9 @@ extends AbstractPrey2D
@onready var sprite = get_node("AnimatedSprite2D")
@onready var fsm = $StateMachine
# Mirroed sprites for periodic boundary
var desired_rotation: float = self.rotation
# Mirrored sprites for periodic boundary
var mirrorSprite1: Node2D
var mirrorSprite2: Node2D
var mirrorSprite3: Node2D
@@ -29,11 +31,14 @@ func _process(delta: float) -> void:
_handle_wrapping()
func _physics_process(delta: float) -> void:
pass
# rotate smoothly
if self.rotation != self.desired_rotation: # FIXME: causes the mirror sprites to flip out
self.rotation = lerp_angle(self.rotation, self.desired_rotation, 4 * delta)
func move(motion: Vector3) -> void:
move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
self.desired_rotation = atan2(motion.y, motion.x)
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
@@ -55,6 +60,11 @@ func become_injured() -> void:
mirrorSprite2.play("Injured")
mirrorSprite3.play("Injured")
func _on_sight_body_entered(body: Node2D) -> void:
if body.is_in_group("predators") or body.is_in_group("player"):
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": body})
# Mirroring table:
# |---|---|---|---|
# | 4 | 3 | 4 | 3 |
@@ -142,9 +152,3 @@ func _handle_wrapping():
# Top
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)
func _on_timer_timeout() -> void:
pass # Replace with function body.