extends AbstractPredator2D # TODO: attacking logic + behaviour # TODO: movement is buged (seems to not move/teleport somewhat # TODO: mirroring (thought, extracct that to general function/resource? @onready var sprite = $AnimatedSprite2D @onready var fsm = $StateMachine @export var speed = 0.8 var desired_rotation: float = self.rotation 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 # FIXME: (also goes for prey) this is framerate dependent 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 _on_sight_body_entered(body: Node2D) -> void: if body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")): fsm.transition_to_next_state(fsm.States.HUNTING, {"target": body})