extends AbstractPrey2D @onready var sprite = get_node("AnimatedSprite2D") # Mirroed sprites for periodic boundary var mirrorSprite1: Node2D var mirrorSprite2: Node2D var mirrorSprite3: Node2D # Called when the node enters the scene tree for the first time. func _ready() -> void: health = maxHealth sprite.animation = "Healthy" sprite.play() mirrorSprite1 = sprite.duplicate() mirrorSprite2 = sprite.duplicate() mirrorSprite3 = sprite.duplicate() add_child(mirrorSprite1) add_child(mirrorSprite2) add_child(mirrorSprite3) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: # Boundary mirroring _handle_wrapping() func _physics_process(delta: float) -> void: #self.move(Vector3(randfn(0, 1), randfn(0, 1), 0)) pass func move(motion: Vector3) -> void: move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector # Apply boundary to new position position = GameManager.get_boundaried_position(position) func handle_damage(dmg: int) -> void: health = max(0, health-dmg) if health == 0: die() if health < maxHealth: become_injured() func die() -> void: sprite.play("Dying") super.die() func become_injured() -> void: sprite.animation = "Injured" sprite.play() # FIXME: Doesn't work with injured sprite # Mirroring table: # |---|---|---|---| # | 4 | 3 | 4 | 3 | # |---|===|===|---| # | 1 ǁ 2 | 1 ǁ 2 | # |---ǁ---|---ǁ---| # | 4 ǁ 3 | 4 ǁ 3 | # |---|===|===|---| # | 1 | 2 | 1 | 2 | # |---|---|---|---| # If less than viewport size away from an edge, mirror over that edge (for seamless boundary) # NOTE: For this to look correctly the camera size should be smaller than half the screen port (in # any one dimension. Ideally, the difference between camera size and half the screen port is # at least the size of the prey sprite) func _handle_wrapping(): mirrorSprite1.visible = false mirrorSprite2.visible = false mirrorSprite3.visible = false # TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size # Find corresponding section of the screen if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2: # 2 mirrorSprite1.visible = true mirrorSprite2.visible = true mirrorSprite3.visible = true # Right #mirrorSprite1.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y) mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0) # Diag #mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y) mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y) # Bottom #mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y) mirrorSprite2.position = Vector2(0, GameManager.screen_size.y) elif position.x < GameManager.screen_size.x/2: # 3 mirrorSprite1.visible = true mirrorSprite2.visible = true mirrorSprite3.visible = true # Top #mirrorSprite1.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y) mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y) # Diag #mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y) mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y) # Right #mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y) mirrorSprite3.position = Vector2(GameManager.screen_size.x, 0) elif position.y < GameManager.screen_size.y/2: # 1 mirrorSprite1.visible = true mirrorSprite2.visible = true mirrorSprite3.visible = true # Left #mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y) mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0) # Bottom #mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y) mirrorSprite2.position = Vector2(0, GameManager.screen_size.y) # Diag #mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y) mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y) else: # 4 mirrorSprite1.visible = true mirrorSprite2.visible = true mirrorSprite3.visible = true # Left #mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y) mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0) # Diag #mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y) mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y) # Top #mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y) mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)