Files
notSpore/evolve-die-repeat/molecular/predator/state_hunting.gd
2026-03-01 15:43:13 +01:00

28 lines
968 B
GDScript

extends State
var target: Node2D
func enter(previous_state_path: String, data := {}) -> void:
if data.has("target"):
target = data["target"]
owner.sprite.play("Hunting")
owner.wrapper.play_sprite("Hunting")
else:
# default behaviour; do nothing
finished.emit(owner.fsm.States.IDLE, {})
func physics_update(_delta: float) -> void:
if target == null or GameManager.calc_distance(owner.collision.position, 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 GameManager.calc_distance(owner.collision.position, 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.collision.position
return Vector3(diff.x, diff.y ,0)