Added enemy chasing

This commit is contained in:
2026-01-08 17:25:53 +03:00
parent 9431bb4f44
commit 3e73fe8e1f
8 changed files with 433 additions and 125 deletions
+197 -46
View File
@@ -2,6 +2,27 @@ class_name AbstractEnemy
extends CharacterBody2D
enum Type {
Standing,
Walking,
Random,
}
enum Facing {
Front,
Rear,
}
enum State {
Idle,
WalkLeft,
WalkRight,
LookAround,
ChasingLeft,
ChasingRight,
}
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
@@ -16,102 +37,192 @@ const ANIMATION_LOOK_AROUND_REAR_1 = "look_around_rear_1"
const ANIMATION_LOOK_AROUND_REAR_2 = "look_around_rear_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_CHASE_LEFT = "chase_left"
const ANIMATION_CHASE_RIGHT = "chase_right"
const LOOK_AROUND_FRONT_ANIMATIONS = [
const LOOK_AROUND_FRONT_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_FRONT_1,
ANIMATION_LOOK_AROUND_FRONT_2,
]
const LOOK_AROUND_REAR_ANIMATIONS = [
const LOOK_AROUND_REAR_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_REAR_1,
ANIMATION_LOOK_AROUND_REAR_2,
]
const MAX_SPEED = 165
const MAX_WALK_SPEED = 85
const MAX_CHASE_SPEED = 170
const ACCELERATION = 600.0
const LOOK_AROUND_CHANCE = 25
const WALK_CHANCE = 25
const DIRECTION_LEFT = -1
const DIRECTION_RIGHT = 1
enum Type {
Front,
Rear,
}
enum State {
Idle,
LookAround,
Chasing,
}
@export var type : Type = Type.Front
@export var state : State = State.Idle
@export var type : Type = Type.Standing
@export var facing : Facing = Facing.Front
@export var initial_state : State = State.Idle
var _target_x := 0.0
var _target_found := false
@onready var _state : State = initial_state:
set = _set_state
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var left_wall_ray : RayCast2D = $%LeftWallRay
@onready var right_wall_ray : RayCast2D = $%RightWallRay
@onready var left_player_close_ray : RayCast2D = $%LeftPlayerCloseRay
@onready var right_player_close_ray : RayCast2D = $%RightPlayerCloseRay
@onready var left_player_distant_ray : RayCast2D = $%LeftPlayerDistantRay
@onready var right_player_distant_ray : RayCast2D = $%RightPlayerDistantRay
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
if state == State.Chasing:
if is_equal_approx(position.x, _target_x):
state = State.LookAround
else:
var direction := signf(_target_x - position.x)
velocity.x = move_toward(velocity.x, direction * MAX_SPEED, ACCELERATION * delta)
match _state:
State.ChasingLeft:
_process_player_ray(left_player_distant_ray)
if position.x < _target_x:
_state = State.LookAround
else:
_update_x_velocity(DIRECTION_LEFT, MAX_CHASE_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_LEFT)
State.ChasingRight:
_process_player_ray(right_player_distant_ray)
if position.x > _target_x:
_state = State.LookAround
else:
_update_x_velocity(DIRECTION_RIGHT, MAX_CHASE_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
State.WalkLeft:
if _process_player_ray(left_player_distant_ray):
_set_chase_state()
_update_x_velocity(DIRECTION_LEFT, MAX_WALK_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_LEFT)
State.WalkRight:
if _process_player_ray(right_player_distant_ray):
_set_chase_state()
_update_x_velocity(DIRECTION_RIGHT, MAX_WALK_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
State.LookAround:
if not _target_found:
var close_rays : Array[RayCast2D] = [left_player_close_ray, right_player_close_ray]
_target_found = _process_player_rays(close_rays)
_update_animation()
move_and_slide()
func _set_state(value: State) -> void:
_state = value
left_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
right_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
left_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
right_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
match _state:
State.ChasingLeft, State.WalkLeft:
left_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
State.ChasingRight, State.WalkRight:
left_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
State.LookAround:
left_player_close_ray.process_mode = Node.PROCESS_MODE_INHERIT
right_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
func _process_player_ray(ray: RayCast2D) -> bool:
if ray.is_colliding():
var collider := ray.get_collider()
if collider is Player:
_target_x = collider.position.x
return true
return false
func _process_player_rays(rays: Array[RayCast2D]) -> bool:
for ray in rays:
if _process_player_ray(ray):
return true
return false
func _update_x_velocity(direction: int, max_speed: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta)
func _check_wall_collision_and_switch_state(direction: int) -> void:
var this_wall_ray := _get_wall_ray(direction)
var other_wall_ray := _get_wall_ray(-direction)
if this_wall_ray.is_colliding():
if other_wall_ray.is_colliding():
_state = State.LookAround
else:
match _state:
State.WalkLeft:
_state = State.WalkRight
State.WalkRight:
_state = State.WalkLeft
State.ChasingLeft, State.ChasingRight:
_state = State.LookAround
func _get_wall_ray(direction: int) -> RayCast2D:
if direction < 0:
return left_wall_ray
else:
return right_wall_ray
func _update_animation() -> void:
if is_zero_approx(velocity.y):
match state:
match _state:
State.WalkLeft:
_play_animation(ANIMATION_WALK_LEFT)
State.WalkRight:
_play_animation(ANIMATION_WALK_RIGHT)
State.ChasingLeft:
_play_animation(ANIMATION_CHASE_LEFT)
State.ChasingRight:
_play_animation(ANIMATION_CHASE_RIGHT)
State.Idle:
_play_idle_animation()
State.LookAround:
_play_look_around_animation()
State.Chasing:
_play_chasing_animation_animation()
else:
_play_fall_animation()
func _play_idle_animation() -> void:
match type:
Type.Front:
match facing:
Facing.Front:
_play_animation(ANIMATION_IDLE_FRONT)
Type.Rear:
Facing.Rear:
_play_animation(ANIMATION_IDLE_REAR)
func _play_look_around_animation() -> void:
if _is_current_animation_look_around: return
if _is_current_animation_look_around(): return
match type:
Type.Front:
match facing:
Facing.Front:
var animation := _get_random_animation(LOOK_AROUND_FRONT_ANIMATIONS)
_play_animation(animation)
Type.Rear:
Facing.Rear:
var animation := _get_random_animation(LOOK_AROUND_REAR_ANIMATIONS)
_play_animation(animation)
func _play_chasing_animation_animation() -> void:
if is_zero_approx(velocity.x):
pass
elif velocity.x < 0:
_play_animation(ANIMATION_WALK_LEFT)
else:
_play_animation(ANIMATION_WALK_RIGHT)
func _play_fall_animation() -> void:
if is_zero_approx(velocity.x):
var animation := ANIMATION_FALL_UP if velocity.y < 0 else ANIMATION_FALL_DOWN
@@ -141,10 +252,50 @@ func _play_animation(animation: String) -> void:
sprite.play(animation)
func _set_walking_state() -> void:
var is_left_colliding := left_wall_ray.is_colliding()
var is_right_colliding := right_wall_ray.is_colliding()
if is_left_colliding and is_right_colliding:
_state = State.Idle
elif not is_left_colliding and not is_right_colliding:
_state = State.WalkLeft if randi_range(1, 2) == 1 else State.WalkRight
elif not is_left_colliding:
_state = State.WalkLeft
else:
_state = State.WalkRight
func _set_chase_state() -> void:
if _target_x < position.x:
_state = State.ChasingLeft
else:
_state = State.ChasingRight
func _is_walking_state() -> bool:
return _state == State.WalkLeft or _state == State.WalkRight
func _on_animation_finished() -> void:
state = State.Idle
if _target_found:
_set_chase_state()
_target_found = false
return
match type:
Type.Standing:
_state = State.Idle
Type.Walking:
_set_walking_state()
Type.Random:
if randi_range(1, 100) <= WALK_CHANCE:
_set_walking_state()
else:
_state = State.Idle
func _on_animation_looped() -> void:
if state == State.Idle and randi_range(1, 100) <= LOOK_AROUND_CHANCE:
state = State.LookAround
if _state == State.Idle or (type == Type.Random and _is_walking_state()):
if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
_state = State.LookAround
+169 -71
View File
@@ -15,6 +15,70 @@ shader_parameter/speed = 5.0
shader_parameter/intensity = 1.0
shader_parameter/scale = 20.0
[sub_resource type="AtlasTexture" id="AtlasTexture_l58xb"]
atlas = ExtResource("2_mocsw")
region = Rect2(0, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_jrclg"]
atlas = ExtResource("2_mocsw")
region = Rect2(32, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_wwwee"]
atlas = ExtResource("2_mocsw")
region = Rect2(64, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_law7y"]
atlas = ExtResource("2_mocsw")
region = Rect2(96, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_hme24"]
atlas = ExtResource("2_mocsw")
region = Rect2(128, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qawtf"]
atlas = ExtResource("2_mocsw")
region = Rect2(160, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_srxh4"]
atlas = ExtResource("2_mocsw")
region = Rect2(192, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_x6npu"]
atlas = ExtResource("2_mocsw")
region = Rect2(224, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_xavx3"]
atlas = ExtResource("2_mocsw")
region = Rect2(0, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_8t4m8"]
atlas = ExtResource("2_mocsw")
region = Rect2(32, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_3seah"]
atlas = ExtResource("2_mocsw")
region = Rect2(64, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_koyeg"]
atlas = ExtResource("2_mocsw")
region = Rect2(96, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_uw3v1"]
atlas = ExtResource("2_mocsw")
region = Rect2(128, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_265lf"]
atlas = ExtResource("2_mocsw")
region = Rect2(160, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_tav7c"]
atlas = ExtResource("2_mocsw")
region = Rect2(192, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_0xs27"]
atlas = ExtResource("2_mocsw")
region = Rect2(224, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_tjvyk"]
atlas = ExtResource("2_mocsw")
region = Rect2(128, 96, 32, 32)
@@ -103,74 +167,68 @@ region = Rect2(128, 0, 32, 32)
atlas = ExtResource("2_mocsw")
region = Rect2(192, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_l58xb"]
atlas = ExtResource("2_mocsw")
region = Rect2(0, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_jrclg"]
atlas = ExtResource("2_mocsw")
region = Rect2(32, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_wwwee"]
atlas = ExtResource("2_mocsw")
region = Rect2(64, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_law7y"]
atlas = ExtResource("2_mocsw")
region = Rect2(96, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_hme24"]
atlas = ExtResource("2_mocsw")
region = Rect2(128, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qawtf"]
atlas = ExtResource("2_mocsw")
region = Rect2(160, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_srxh4"]
atlas = ExtResource("2_mocsw")
region = Rect2(192, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_x6npu"]
atlas = ExtResource("2_mocsw")
region = Rect2(224, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_xavx3"]
atlas = ExtResource("2_mocsw")
region = Rect2(0, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_8t4m8"]
atlas = ExtResource("2_mocsw")
region = Rect2(32, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_3seah"]
atlas = ExtResource("2_mocsw")
region = Rect2(64, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_koyeg"]
atlas = ExtResource("2_mocsw")
region = Rect2(96, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_uw3v1"]
atlas = ExtResource("2_mocsw")
region = Rect2(128, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_265lf"]
atlas = ExtResource("2_mocsw")
region = Rect2(160, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_tav7c"]
atlas = ExtResource("2_mocsw")
region = Rect2(192, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_0xs27"]
atlas = ExtResource("2_mocsw")
region = Rect2(224, 32, 32, 32)
[sub_resource type="SpriteFrames" id="SpriteFrames_2wrno"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_l58xb")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_jrclg")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_wwwee")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_law7y")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_hme24")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qawtf")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_srxh4")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_x6npu")
}],
"loop": true,
"name": &"chase_left",
"speed": 20.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_xavx3")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8t4m8")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3seah")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_koyeg")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_uw3v1")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_265lf")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tav7c")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_0xs27")
}],
"loop": true,
"name": &"chase_right",
"speed": 20.0
}, {
"frames": [{
"duration": 10.0,
"texture": SubResource("AtlasTexture_tjvyk")
}],
"loop": true,
@@ -178,7 +236,7 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"duration": 5.0,
"texture": SubResource("AtlasTexture_vecdo")
}],
"loop": true,
@@ -186,7 +244,7 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"duration": 5.0,
"texture": SubResource("AtlasTexture_qly8p")
}],
"loop": true,
@@ -194,7 +252,7 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"duration": 5.0,
"texture": SubResource("AtlasTexture_klrad")
}],
"loop": true,
@@ -202,7 +260,7 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"duration": 5.0,
"texture": SubResource("AtlasTexture_rjy0i")
}],
"loop": true,
@@ -210,7 +268,7 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"duration": 5.0,
"texture": SubResource("AtlasTexture_ps2ar")
}],
"loop": true,
@@ -218,22 +276,28 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 9.0,
"duration": 4.0,
"texture": SubResource("AtlasTexture_ijx3p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_nm8xp")
}, {
"duration": 5.0,
"texture": SubResource("AtlasTexture_ijx3p")
}],
"loop": true,
"name": &"idle_front",
"speed": 5.0
}, {
"frames": [{
"duration": 9.0,
"duration": 4.0,
"texture": SubResource("AtlasTexture_mocsw")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y256a")
}, {
"duration": 5.0,
"texture": SubResource("AtlasTexture_mocsw")
}],
"loop": true,
"name": &"idle_rear",
@@ -373,5 +437,39 @@ shape = SubResource("CapsuleShape2D_mocsw")
[node name="PlayerKiller" parent="." instance=ExtResource("4_vecdo")]
[node name="WallCheck" type="Node2D" parent="."]
[node name="LeftWallRay" type="RayCast2D" parent="WallCheck"]
unique_name_in_owner = true
target_position = Vector2(-16, 0)
[node name="RightWallRay" type="RayCast2D" parent="WallCheck"]
unique_name_in_owner = true
target_position = Vector2(16, 0)
[node name="PlayerCloseCheck" type="Node2D" parent="."]
[node name="LeftPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck"]
unique_name_in_owner = true
target_position = Vector2(-48, 0)
collision_mask = 0
[node name="RightPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck"]
unique_name_in_owner = true
target_position = Vector2(48, 0)
collision_mask = 0
[node name="PlayerDistantCheck" type="Node2D" parent="."]
[node name="LeftPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck"]
unique_name_in_owner = true
target_position = Vector2(-320, 0)
collision_mask = 0
[node name="RightPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck"]
unique_name_in_owner = true
target_position = Vector2(320, 0)
collision_mask = 0
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
[connection signal="animation_looped" from="AnimatedSprite2D" to="." method="_on_animation_looped"]
+21
View File
@@ -17,6 +17,7 @@ shader_parameter/scale = 20.0
[node name="BlackEnemy" instance=ExtResource("1_gj2ks")]
collision_layer = 4
collision_mask = 3
script = ExtResource("2_332ds")
[node name="AnimatedSprite2D" parent="." index="0"]
@@ -24,3 +25,23 @@ material = SubResource("ShaderMaterial_3jy5n")
[node name="CollisionSwitcher" parent="." index="2"]
initial_state = 0
[node name="LeftWallRay" parent="WallCheck" index="0"]
collision_mask = 3
[node name="RightWallRay" parent="WallCheck" index="1"]
collision_mask = 3
[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" index="0"]
target_position = Vector2(-32, 0)
collision_mask = 8
[node name="RightPlayerCloseRay" parent="PlayerCloseCheck" index="1"]
target_position = Vector2(32, 0)
collision_mask = 8
[node name="LeftPlayerDistantRay" parent="PlayerDistantCheck" index="0"]
collision_mask = 8
[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" index="1"]
collision_mask = 8
+19 -1
View File
@@ -16,8 +16,26 @@ shader_parameter/scale = 20.0
[node name="GrayEnemy" instance=ExtResource("1_q3s46")]
collision_layer = 16
collision_mask = 137
collision_mask = 35
script = ExtResource("2_olede")
[node name="AnimatedSprite2D" parent="." index="0"]
material = SubResource("ShaderMaterial_hsdrn")
[node name="LeftWallRay" parent="WallCheck" index="0"]
collision_mask = 35
[node name="RightWallRay" parent="WallCheck" index="1"]
collision_mask = 35
[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" index="0"]
collision_mask = 136
[node name="RightPlayerCloseRay" parent="PlayerCloseCheck" index="1"]
collision_mask = 136
[node name="LeftPlayerDistantRay" parent="PlayerDistantCheck" index="0"]
collision_mask = 136
[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" index="1"]
collision_mask = 136
+1 -1
View File
@@ -71,7 +71,7 @@ func _physics_process(delta: float) -> void:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("switch_color"):
if event.is_action_pressed("switch_color") and _is_alive:
collision_switcher.switch_color(switch_time)
+3 -3
View File
@@ -367,7 +367,7 @@ animations = [{
}],
"loop": true,
"name": &"walk_left",
"speed": 10.0
"speed": 20.0
}, {
"frames": [{
"duration": 1.0,
@@ -396,7 +396,7 @@ animations = [{
}],
"loop": true,
"name": &"walk_right",
"speed": 10.0
"speed": 20.0
}]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_xln5q"]
@@ -410,7 +410,7 @@ script = ExtResource("1_xln5q")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
material = SubResource("ShaderMaterial_i05k5")
sprite_frames = SubResource("SpriteFrames_v8w1g")
animation = &"walk_right"
animation = &"idle"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 1)
+21 -1
View File
@@ -17,8 +17,28 @@ shader_parameter/scale = 20.0
[node name="WhiteEnemy" instance=ExtResource("1_3yi7g")]
collision_layer = 64
collision_mask = 129
collision_mask = 33
script = ExtResource("2_c7pdf")
[node name="AnimatedSprite2D" parent="." index="0"]
material = SubResource("ShaderMaterial_gfhm1")
[node name="LeftWallRay" parent="WallCheck" index="0"]
collision_mask = 33
[node name="RightWallRay" parent="WallCheck" index="1"]
collision_mask = 33
[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" index="0"]
target_position = Vector2(-32, 0)
collision_mask = 128
[node name="RightPlayerCloseRay" parent="PlayerCloseCheck" index="1"]
target_position = Vector2(32, 0)
collision_mask = 128
[node name="LeftPlayerDistantRay" parent="PlayerDistantCheck" index="0"]
collision_mask = 128
[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" index="1"]
collision_mask = 128