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notSpore/evolve-die-repeat/molecular/prey/nucleotide_prey.gd

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1.6 KiB
GDScript

extends AbstractPrey2D
@onready var wrapper: WrappingManager = $WrappingManager
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var fsm: StateMachine = $StateMachine
@export var speed = 0.5
var desired_rotation: float = self.rotation
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
health = maxHealth
sprite.play("Healthy")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# smoothly rotate
if self.rotation != self.desired_rotation:
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
func _physics_process(delta: float) -> void:
pass
func move(motion: Vector3, mod: float = 1.0) -> void:
move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
self.desired_rotation = atan2(motion.y, motion.x)
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
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(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})