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

@@ -0,0 +1,26 @@
extends State
var target: Node2D
func enter(previous_state_path: String, data := {}) -> void:
if data.has("target"):
target = data["target"]
owner.sprite.play("Hunting")
else:
# default behaviour; do nothing
finished.emit(owner.fsm.States.IDLE, {})
func physics_update(_delta: float) -> void:
if target == owner or target == null or owner.position.distance_to(target.position) > owner.sight_range:
finished.emit(owner.fsm.States.IDLE, {})
return
# alternatively, we could use a collision shape and inbuilt signals, but im not sure if that works better (mixing signals and custom fsm stuff i mean
if owner.position.distance_to(target.position) > owner.attack_range:
owner.move(move_towards(target.position))
else:
owner.attack(target)
func move_towards(pos: Vector2) -> Vector3:
var diff = target.position - owner.position
return Vector3(diff.x, diff.y ,0)