notSpore/evolve-die-repeat/molecular/predator/hammerhead_predator.gd

39 lines
1.3 KiB
GDScript

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})