extends CharacterBody2D @export var attack_duration: float = 0.4 @export var attack_cooldown_duration: float = 0.6 @onready var attack_area: Area2D = $AttackArea @onready var attack_timer: Timer = $AttackTimer @onready var attack_cooldown_timer: Timer = $AttackCooldownTimer @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D # TODO: these stats are shared across most entities; extract to resource? @export var speed: int = 200 var damage: int = 10 var can_attack: bool = true var desired_rotation: float = 0 func _ready() -> void: var screen_size = get_viewport_rect().size GameManager.init_screen_size(screen_size.x, screen_size.y) attack_area.monitoring = false # no collision until attacking TODO: Thing about being attacked attack_timer.wait_time = attack_duration attack_cooldown_timer.wait_time = attack_cooldown_duration func _process(delta): velocity = Vector2.ZERO if Input.is_action_pressed("move_right"): velocity.x += 1 if Input.is_action_pressed("move_left"): velocity.x -= 1 if Input.is_action_pressed("move_down"): velocity.y += 1 if Input.is_action_pressed("move_up"): velocity.y -= 1 if Input.is_action_pressed("try_attack"): try_attack() if not velocity.is_zero_approx(): self.desired_rotation = atan2(velocity.y, velocity.x) # smoothly rotate if self.rotation != self.desired_rotation: self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1)) move_and_collide(speed * velocity * delta) position = GameManager.get_boundaried_position(position) func try_attack() -> void: if not can_attack: return attack() func attack() -> void: can_attack = false attack_area.monitoring = true attack_timer.start() sprite.play("attacking") func _on_attack_timeout() -> void: attack_area.monitoring = false sprite.play("default") attack_cooldown_timer.start() func _on_cooldown_timeout() -> void: can_attack = true func _on_attack_hit(body: Node2D) -> void: var hit_hittable = false if body.is_in_group("prey") or body.is_in_group("predator"): if body.has_method("handle_damage"): body.handle_damage(damage, self) hit_hittable = true elif body.is_in_group("resources"): pass if hit_hittable: await get_tree().create_timer(0.2).timeout sprite.play("default") # TODO: resource handling logic func handle_damage(dmg: int, src: Node) -> void: # TODO: damage logic pass