ft: predator mostly done

This commit is contained in:
2026-02-06 12:43:37 +01:00
parent 5f9a2fffb9
commit 8ee70854ea
16 changed files with 271 additions and 30 deletions

View File

@@ -1,16 +1,18 @@
extends CharacterBody2D
@export var attack_duration = 0.4
@export var attack_cooldown_duration = 0.6
@export var attack_duration: float = 0.4
@export var attack_cooldown_duration: float = 0.6
@onready var attack_area: Area2D = $AttackArea
@onready var attack_timer: Timer = $AttackTimer
@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@export var speed = 200
var damage = 10
var can_attack = true
# TODO: these stats are shared across most entities; extract to resource?
@export var speed: int = 200
var damage: int = 10
var can_attack: bool = true
var desired_rotation: float = 0
func _ready() -> void:
var screen_size = get_viewport_rect().size
@@ -20,6 +22,7 @@ func _ready() -> void:
attack_timer.wait_time = attack_duration
attack_cooldown_timer.wait_time = attack_cooldown_duration
func _process(delta):
velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
@@ -33,10 +36,15 @@ func _process(delta):
if Input.is_action_pressed("try_attack"):
try_attack()
if not velocity.is_zero_approx():
self.rotation = atan2(velocity.y, velocity.x)
self.desired_rotation = atan2(velocity.y, velocity.x)
# smoothly rotate
if self.rotation != self.desired_rotation:
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta
position = GameManager.get_boundaried_position(position)
func try_attack() -> void:
@@ -60,7 +68,7 @@ func _on_cooldown_timeout() -> void:
func _on_attack_hit(body: Node2D) -> void:
var hit_hittable = false
if body.is_in_group("prey") or body.is_in_group("predators"):
if body.is_in_group("prey") or body.is_in_group("predator"):
if body.has_method("handle_damage"):
body.handle_damage(damage, self)
hit_hittable = true
@@ -70,3 +78,7 @@ func _on_attack_hit(body: Node2D) -> void:
await get_tree().create_timer(0.2).timeout
sprite.play("default")
# TODO: resource handling logic
func handle_damage(dmg: int, src: Node) -> void:
# TODO: damage logic
pass