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

47 lines
1.3 KiB
GDScript

extends AbstractPrey
@onready var wrapper: WrappingManager = $WrappingManager
@onready var collision: CharacterBody2D = $Collision
@onready var sprite: AnimatedSprite2D = $"Collision/Sprite"
@onready var fsm: StateMachine = $StateMachine
var starting_pos
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
health = maxHealth
sprite.play("Healthy")
wrapper.play_sprite("Healthy")
if starting_pos:
collision.set_position(starting_pos)
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:
collision.move(motion, mod)
func handle_damage(dmg: int, src: Node) -> void:
health = max(0, health-dmg)
if health == 0:
die()
if health < maxHealth:
become_injured()
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
func die() -> void:
sprite.play("Dying")
wrapper.play_sprite("Dying")
GameManager.foodManager._spawn_food(collision.position)
super.die()
func become_injured() -> void:
sprite.play("Injured")
wrapper.play_sprite("Injured")
func _on_sight_body_entered(body: Node2D) -> void:
if body.is_in_group("predator") or (health < maxHealth and body.is_in_group("player")):
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": body})