Files
notSpore/evolve-die-repeat/molecular/prey/state_fleeing.gd

24 lines
697 B
GDScript

extends State
var threat: Node
var threshold: float = 100
func enter(previous_state_path: String, data := {}) -> void:
if data.has("threat"):
threat = data["threat"]
owner.play_sprite("Fleeing")
else:
# default behaviour; do nothing
finished.emit(owner.fsm.States.IDLE, {})
func physics_update(_delta: float) -> void:
if not is_instance_valid(threat) or GameManager.calc_distance(owner.collision.position, threat.position) > threshold:
finished.emit(owner.fsm.States.IDLE, {})
return
owner.move(flee_from(threat.position))
func flee_from(pos: Vector2) -> Vector3:
var diff = pos - owner.collision.position
diff = diff.normalized() * -1
return Vector3(diff.x, diff.y ,0)