ft: wrapping manager overhaul

This commit is contained in:
2026-03-01 14:11:28 +01:00
parent 99de1fc113
commit f83b290f5c
24 changed files with 221 additions and 182 deletions

View File

@@ -1,40 +1,33 @@
extends AbstractPredator2D
extends AbstractPredator
# FIXME: (general) tracking across wrapping boundary
var starting_pos
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
@onready var wrapper: WrappingManager = $WrappingManager
@onready var collision: CharacterBody2D = $Collision
@onready var sprite = $"Collision/Sprite"
@export var damage: int = 15
@export var attack_range = 20
@export var attack_range = 40
@export var sight_range = 200
@export var speed = 0.8
func _ready() -> void:
health = maxHealth
sprite.play("Healthy")
if starting_pos:
collision.set_position(starting_pos)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# smoothly rotate
if self.rotation != self.desired_rotation:
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
func _physics_process(delta: float) -> void:
pass
# 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)
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
collision.move(motion, mod)
func set_position(pos: Vector2) -> void:
if collision:
collision.set_position(pos)
else:
starting_pos = pos
func try_attack(target: Node) -> void:
if not can_attack: