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

@@ -1,33 +1,26 @@
extends AbstractPrey2D
extends AbstractPrey
@onready var wrapper: WrappingManager = $WrappingManager
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var collision: CharacterBody2D = $Collision
@onready var sprite: AnimatedSprite2D = $"Collision/Sprite"
@onready var fsm: StateMachine = $StateMachine
@export var speed = 0.5
var desired_rotation: float = self.rotation
var starting_pos
# Called when the node enters the scene tree for the first time.
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
func set_position(pos: Vector2) -> void:
if collision:
collision.set_position(pos)
else:
starting_pos = pos
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 handle_damage(dmg: int, src: Node) -> void:
health = max(0, health-dmg)
@@ -40,7 +33,7 @@ func handle_damage(dmg: int, src: Node) -> void:
func die() -> void:
sprite.play("Dying")
wrapper.play_sprite("Dying")
GameManager.foodManager._spawn_food(position)
GameManager.foodManager._spawn_food(collision.position)
super.die()
func become_injured() -> void: