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

@@ -1,14 +1,18 @@
extends AbstractPredator2D
# TODO: attacking logic + behaviour
# TODO: movement is buged (seems to not move/teleport somewhat
# FIXME: (general) tracking across wrapping boundary
# TODO: mirroring (thought, extracct that to general function/resource?
@onready var sprite = $AnimatedSprite2D
@onready var fsm = $StateMachine
@export var speed = 0.8
var can_attack: bool = true
var desired_rotation: float = self.rotation
@onready var sprite = $AnimatedSprite2D
@onready var fsm: StateMachine = $StateMachine
@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
@export var damage: int = 15
@export var attack_range = 20
@export var sight_range = 200
@export var speed = 0.8
func _ready() -> void:
health = maxHealth
@@ -24,7 +28,7 @@ func _process(delta: float) -> void:
func _physics_process(delta: float) -> void:
pass
# FIXME: (also goes for prey) this is framerate dependent
# FIXME: (also goes for prey) this is framerate dependent UNLESS called from a _physics function.
func move(motion: Vector3, mod: float = 1.0) -> void:
move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
self.desired_rotation = atan2(motion.y, motion.x)
@@ -32,7 +36,45 @@ func move(motion: Vector3, mod: float = 1.0) -> void:
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
func try_attack(target: Node) -> void:
if not can_attack:
return
attack(target)
func attack(target: Node) -> void:
can_attack = false
var hit_hittable = false
if target.is_in_group("prey") or target.is_in_group("player"):
if target.has_method("handle_damage"):
target.handle_damage(damage, self)
hit_hittable = true
elif target.is_in_group("resources"):
# TODO: resource handling logic
pass
if hit_hittable:
attack_cooldown_timer.start()
func handle_damage(dmg: int, src: Node) -> void:
health = max(0, health-dmg)
if health == 0:
die()
if health < maxHealth/2:
become_injured()
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
elif health < maxHealth:
become_injured()
fsm.transition_to_next_state(fsm.States.HUNTING, {"target": src})
func die() -> void:
super.die()
func become_injured() -> void:
sprite.play("Hurt")
func _on_sight_body_entered(body: Node2D) -> void:
if body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
if fsm.map(fsm.state) != fsm.States.HUNTING and body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
fsm.transition_to_next_state(fsm.States.HUNTING, {"target": body})
func _on_attack_cooldown_timer_timeout() -> void:
can_attack = true