Added cultist chase states
This commit is contained in:
@@ -6,5 +6,4 @@ extends AbstractCultist
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func _ready() -> void:
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super._ready()
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collision_switcher.material = sprite.material
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@@ -2,43 +2,14 @@ class_name AbstractCultist
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extends CharacterBody2D
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enum Type {
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Standing,
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Walking,
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Random,
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}
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enum State {
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Idle,
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WalkLeft,
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WalkRight,
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LookAround,
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ChasingLeft,
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ChasingRight,
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}
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const MAX_WALK_SPEED = 85
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const MAX_CHASE_SPEED = 170
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const ACCELERATION = 600.0
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const LOOK_AROUND_CHANCE = 25
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const WALK_CHANCE = 25
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const DIRECTION_LEFT = -1
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const DIRECTION_RIGHT = 1
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@export var type : Type = Type.Standing
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@export var initial_state : State = State.Idle
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var target_x := 0.0
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var _target_found := false
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var _state : State:
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set = _set_state
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@onready var sprite : AnimatedSprite2D = $CultistSprite
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@onready var left_wall_ray : RayCast2D = $%LeftWallRay
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@@ -50,217 +21,24 @@ var _state : State:
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@onready var left_player_distant_ray : RayCast2D = $%LeftPlayerDistantRay
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@onready var right_player_distant_ray : RayCast2D = $%RightPlayerDistantRay
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func _ready() -> void:
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_state = initial_state
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@onready var state_machine : CultistStateMachine = $CultistStateMachine
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@onready var chase_left_state : CultistState = $CultistStateMachine/ChaseLeftState
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@onready var chase_right_state : CultistState = $CultistStateMachine/ChaseRightState
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func _physics_process(delta: float) -> void:
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match _state:
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State.ChasingLeft:
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_process_player_ray(left_player_distant_ray)
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if position.x < target_x:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_lost, global_position)
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_state = State.LookAround
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else:
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update_x_velocity(DIRECTION_LEFT, MAX_CHASE_SPEED, delta)
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_check_wall_collision_and_switch_state(DIRECTION_LEFT)
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_update_animation()
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move_and_slide()
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State.ChasingRight:
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_process_player_ray(right_player_distant_ray)
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if position.x > target_x:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_lost, global_position)
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_state = State.LookAround
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else:
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update_x_velocity(DIRECTION_RIGHT, MAX_CHASE_SPEED, delta)
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_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
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_update_animation()
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move_and_slide()
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State.WalkLeft:
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if _process_player_ray(left_player_distant_ray):
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_set_chase_state()
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update_x_velocity(DIRECTION_LEFT, MAX_WALK_SPEED, delta)
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_check_wall_collision_and_switch_state(DIRECTION_LEFT)
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_update_animation()
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move_and_slide()
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State.WalkRight:
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if _process_player_ray(right_player_distant_ray):
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_set_chase_state()
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update_x_velocity(DIRECTION_RIGHT, MAX_WALK_SPEED, delta)
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_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
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_update_animation()
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move_and_slide()
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State.LookAround:
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update_x_velocity(0, MAX_WALK_SPEED * 2, delta)
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if not _target_found:
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var close_rays : Array[RayCast2D] = [left_player_close_ray, right_player_close_ray]
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_target_found = _process_player_rays(close_rays)
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_update_animation()
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move_and_slide()
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func _set_state(value: State) -> void:
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_state = value
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left_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
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right_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
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left_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
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right_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
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left_player_close_ray.hide()
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right_player_close_ray.hide()
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left_player_distant_ray.hide()
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right_player_distant_ray.hide()
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match _state:
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State.ChasingLeft, State.WalkLeft:
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left_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
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left_player_distant_ray.show()
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State.ChasingRight, State.WalkRight:
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right_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
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right_player_distant_ray.show()
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State.LookAround:
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left_player_close_ray.process_mode = Node.PROCESS_MODE_INHERIT
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right_player_close_ray.process_mode = Node.PROCESS_MODE_INHERIT
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left_player_close_ray.show()
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right_player_close_ray.show()
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func _process_player_ray(ray: RayCast2D) -> bool:
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if ray.is_colliding():
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ray.force_raycast_update()
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var collider := ray.get_collider()
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if collider is Player:
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target_x = collider.position.x
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return true
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return false
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func _process_player_rays(rays: Array[RayCast2D]) -> bool:
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for ray in rays:
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if _process_player_ray(ray):
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return true
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return false
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func _physics_process(_delta: float) -> void:
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move_and_slide()
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func update_x_velocity(direction: int, max_speed: float, delta: float) -> void:
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velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta)
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func _check_wall_collision_and_switch_state(direction: int) -> void:
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var this_wall_ray := _get_wall_ray(direction)
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var other_wall_ray := _get_wall_ray(-direction)
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if this_wall_ray.is_colliding():
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if other_wall_ray.is_colliding():
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_state = State.LookAround
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else:
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match _state:
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State.WalkLeft:
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_state = State.WalkRight
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State.WalkRight:
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_state = State.WalkLeft
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State.ChasingLeft, State.ChasingRight:
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var stream := SoundManager.sfx_stream_player_lost
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SoundManager.play_sfx_stream(stream, global_position)
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_state = State.LookAround
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func _get_wall_ray(direction: int) -> RayCast2D:
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if direction < 0:
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return left_wall_ray
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else:
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return right_wall_ray
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func _update_animation() -> void:
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if is_zero_approx(velocity.y):
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match _state:
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State.WalkLeft:
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_play_animation(CultistSprite.ANIMATION_WALK_LEFT)
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State.WalkRight:
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_play_animation(CultistSprite.ANIMATION_WALK_RIGHT)
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State.ChasingLeft:
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_play_animation(CultistSprite.ANIMATION_CHASE_LEFT)
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State.ChasingRight:
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_play_animation(CultistSprite.ANIMATION_CHASE_RIGHT)
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State.Idle:
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_play_idle_animation()
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State.LookAround:
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_play_look_around_animation()
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func _play_idle_animation() -> void:
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_play_animation(CultistSprite.ANIMATION_IDLE)
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func _play_look_around_animation() -> void:
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if _is_current_animation_look_around(): return
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_play_animation(CultistSprite.LOOK_AROUND_ANIMATIONS.pick_random())
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func _is_current_animation_look_around() -> bool:
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if not sprite.is_playing(): return false
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if sprite.animation in CultistSprite.LOOK_AROUND_ANIMATIONS: return true
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return false
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func _play_animation(animation: String) -> void:
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if not sprite.is_playing() or sprite.animation != animation:
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sprite.play(animation)
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func _set_walking_state() -> void:
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var is_left_colliding := left_wall_ray.is_colliding()
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var is_right_colliding := right_wall_ray.is_colliding()
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if is_left_colliding and is_right_colliding:
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_state = State.Idle
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elif not is_left_colliding and not is_right_colliding:
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_state = State.WalkLeft if randi_range(1, 2) == 1 else State.WalkRight
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elif not is_left_colliding:
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_state = State.WalkLeft
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else:
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_state = State.WalkRight
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func _set_chase_state() -> void:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_spoted, global_position)
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if target_x < position.x:
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_state = State.ChasingLeft
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else:
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_state = State.ChasingRight
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func _is_walking_state() -> bool:
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return _state == State.WalkLeft or _state == State.WalkRight
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func _on_animation_finished() -> void:
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if _target_found:
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_set_chase_state()
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_target_found = false
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return
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match type:
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Type.Standing:
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_state = State.Idle
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Type.Walking:
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_set_walking_state()
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Type.Random:
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if randi_range(1, 100) <= WALK_CHANCE:
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_set_walking_state()
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else:
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_state = State.Idle
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func _on_animation_looped() -> void:
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if _state == State.Idle or (type == Type.Random and _is_walking_state()):
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if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
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_state = State.LookAround
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#TODO Rework
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func _on_player_touch_area_entered(body: Node2D) -> void:
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if body is Player:
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target_x = body.position.x
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_set_chase_state()
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if body.position.x < position.x:
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state_machine._change_state(chase_left_state)
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else:
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state_machine._change_state(chase_right_state)
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@@ -10,8 +10,10 @@
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[ext_resource type="Script" uid="uid://b8o0lvuy6a5q1" path="res://game/characters/enemies/state_machine/fall_left_state.gd" id="8_2opx4"]
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[ext_resource type="Script" uid="uid://cxg54u14yb6go" path="res://game/characters/enemies/state_machine/fall_right_state.gd" id="9_lu83c"]
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[ext_resource type="Script" uid="uid://bfp8gywqqkju7" path="res://game/characters/enemies/state_machine/look_around_state.gd" id="10_lu83c"]
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[ext_resource type="Script" uid="uid://hgn4yll571hp" path="res://game/characters/enemies/state_machine/move_left_state.gd" id="11_lh753"]
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[ext_resource type="Script" uid="uid://bwwhmjxhg2adp" path="res://game/characters/enemies/state_machine/move_right_state.gd" id="12_lh753"]
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[ext_resource type="Script" uid="uid://hgn4yll571hp" path="res://game/characters/enemies/state_machine/walk_left_state.gd" id="11_lh753"]
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[ext_resource type="Script" uid="uid://bwwhmjxhg2adp" path="res://game/characters/enemies/state_machine/walk_right_state.gd" id="12_lh753"]
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[ext_resource type="Script" uid="uid://cn2lfl4kuxvjk" path="res://game/characters/enemies/state_machine/chase_left_state.gd" id="13_42ivi"]
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[ext_resource type="Script" uid="uid://3kl84tu1vwiv" path="res://game/characters/enemies/state_machine/chase_right_state.gd" id="14_cqp7f"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_mocsw"]
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radius = 4.0
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@@ -112,19 +114,37 @@ fall_state = NodePath("../FallState")
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look_around_state = NodePath("../LookAroundState")
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cultist = NodePath("../..")
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[node name="LookAroundState" parent="CultistStateMachine" unique_id=2025927882 node_paths=PackedStringArray("fall_state", "cultist") instance=ExtResource("5_tu2pi")]
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[node name="LookAroundState" parent="CultistStateMachine" unique_id=2025927882 node_paths=PackedStringArray("fall_state", "chase_left_state", "chase_right_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("10_lu83c")
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fall_state = NodePath("../FallState")
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chase_left_state = NodePath("../ChaseLeftState")
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chase_right_state = NodePath("../ChaseRightState")
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cultist = NodePath("../..")
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[node name="WalkLeftState" parent="CultistStateMachine" unique_id=276543931 node_paths=PackedStringArray("chase_state", "another_direction_walk_state", "fall_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("11_lh753")
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chase_state = NodePath("../ChaseLeftState")
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another_direction_walk_state = NodePath("../WalkRightState")
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fall_state = NodePath("../FallLeftState")
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cultist = NodePath("../..")
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[node name="WalkRightState" parent="CultistStateMachine" unique_id=1671686910 node_paths=PackedStringArray("chase_state", "another_direction_walk_state", "fall_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("12_lh753")
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chase_state = NodePath("../ChaseRightState")
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another_direction_walk_state = NodePath("../WalkLeftState")
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fall_state = NodePath("../FallRightState")
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cultist = NodePath("../..")
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[node name="ChaseLeftState" parent="CultistStateMachine" unique_id=209480830 node_paths=PackedStringArray("look_around_state", "fall_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("13_42ivi")
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look_around_state = NodePath("../LookAroundState")
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fall_state = NodePath("../FallState")
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cultist = NodePath("../..")
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[node name="MoveLeftState" parent="CultistStateMachine" unique_id=276543931 node_paths=PackedStringArray("another_direction_move_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("11_lh753")
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another_direction_move_state = NodePath("../MoveRightState")
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cultist = NodePath("../..")
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[node name="MoveRightState" parent="CultistStateMachine" unique_id=1671686910 node_paths=PackedStringArray("another_direction_move_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("12_lh753")
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another_direction_move_state = NodePath("../MoveLeftState")
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[node name="ChaseRightState" parent="CultistStateMachine" unique_id=383038915 node_paths=PackedStringArray("look_around_state", "fall_state", "cultist") instance=ExtResource("5_tu2pi")]
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script = ExtResource("14_cqp7f")
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look_around_state = NodePath("../LookAroundState")
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fall_state = NodePath("../FallState")
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cultist = NodePath("../..")
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[connection signal="animation_finished" from="CultistSprite" to="." method="_on_animation_finished"]
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+3
-1
@@ -1,7 +1,9 @@
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extends CultistMoveState
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extends CultistChaseState
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func _ready() -> void:
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super._ready()
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_direction = DIRECTION_LEFT
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_wall_ray_cast = cultist.left_wall_ray
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_player_ray_cast = cultist.left_player_distant_ray
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@@ -0,0 +1 @@
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uid://cn2lfl4kuxvjk
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@@ -0,0 +1,9 @@
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extends CultistChaseState
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func _ready() -> void:
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super._ready()
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_direction = DIRECTION_RIGHT
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_wall_ray_cast = cultist.right_wall_ray
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_player_ray_cast = cultist.right_player_distant_ray
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@@ -0,0 +1 @@
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uid://3kl84tu1vwiv
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@@ -0,0 +1,19 @@
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class_name CultistChaseState
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extends CultistMoveState
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@export var look_around_state: CultistState
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func physics_process(delta: float) -> void:
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if not cultist.is_on_floor():
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switch_state.emit(fall_state)
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else:
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var player := _get_colliding_player(_player_ray_cast)
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if player != null:
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cultist.target_x = player.position.x
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if is_equal_approx(cultist.position.x, cultist.target_x):
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switch_state.emit(look_around_state)
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else:
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cultist.update_x_velocity(_direction, cultist.MAX_CHASE_SPEED, delta)
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@@ -0,0 +1 @@
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uid://beu06w0gntfay
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@@ -5,5 +5,30 @@ extends AbstractState
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@export var cultist: AbstractCultist
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func _ready() -> void:
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if not cultist.is_node_ready():
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await cultist.ready
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func _set_ray_cast_enable(ray_cast: RayCast2D, enabled: bool) -> void:
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ray_cast.process_mode = Node.PROCESS_MODE_INHERIT if enabled else Node.PROCESS_MODE_DISABLED
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func _get_colliding_player(ray_cast: RayCast2D) -> Player:
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ray_cast.force_raycast_update()
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if ray_cast.is_colliding():
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var collider := ray_cast.get_collider()
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if collider is Player:
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return collider
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return null
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func _chase_if_player_in_ray_cast(ray_cast: RayCast2D, chase_state: CultistState) -> bool:
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var player := _get_colliding_player(ray_cast)
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if player != null:
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cultist.target_x = player.position.x
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switch_state.emit(chase_state)
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return true
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return false
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@@ -2,6 +2,8 @@ extends CultistState
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@export var fall_state: CultistState
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@export var chase_left_state: CultistState
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@export var chase_right_state: CultistState
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func enter() -> void:
|
||||
@@ -14,6 +16,13 @@ func enter() -> void:
|
||||
func physics_process(_delta: float) -> void:
|
||||
if not cultist.is_on_floor():
|
||||
switch_state.emit(fall_state)
|
||||
return
|
||||
|
||||
if _chase_if_player_in_ray_cast(cultist.left_player_close_ray, chase_left_state):
|
||||
return
|
||||
|
||||
if _chase_if_player_in_ray_cast(cultist.right_player_close_ray, chase_right_state):
|
||||
return
|
||||
|
||||
|
||||
func exit() -> void:
|
||||
|
||||
@@ -3,18 +3,16 @@ class_name CultistMoveState
|
||||
extends CultistState
|
||||
|
||||
|
||||
const MAX_WALK_SPEED = 85
|
||||
|
||||
const DIRECTION_LEFT = -1
|
||||
const DIRECTION_RIGHT = 1
|
||||
|
||||
|
||||
@export var fall_state: CultistState
|
||||
@export var chase_state: CultistState
|
||||
@export var another_direction_move_state: CultistState
|
||||
|
||||
|
||||
@warning_ignore("unused_private_class_variable")
|
||||
var _direction := 0
|
||||
@warning_ignore("unused_private_class_variable")
|
||||
var _wall_ray_cast : RayCast2D
|
||||
var _player_ray_cast : RayCast2D
|
||||
|
||||
@@ -25,27 +23,3 @@ func enter() -> void:
|
||||
|
||||
func exit() -> void:
|
||||
_set_ray_cast_enable(_player_ray_cast, false)
|
||||
|
||||
|
||||
func physics_process(delta: float) -> void:
|
||||
if not cultist.is_on_floor():
|
||||
switch_state.emit(fall_state)
|
||||
else:
|
||||
var player := _get_colliding_player(_player_ray_cast)
|
||||
if player != null:
|
||||
cultist.target_x = player.position.x
|
||||
switch_state.emit(chase_state)
|
||||
elif _wall_ray_cast.is_colliding():
|
||||
switch_state.emit(another_direction_move_state)
|
||||
else:
|
||||
cultist.update_x_velocity(_direction, MAX_WALK_SPEED, delta)
|
||||
|
||||
|
||||
func _get_colliding_player(ray_cast: RayCast2D) -> Player:
|
||||
ray_cast.force_raycast_update()
|
||||
|
||||
if ray_cast.is_colliding():
|
||||
var collider := ray_cast.get_collider()
|
||||
if collider is Player:
|
||||
return collider
|
||||
return null
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://lplif1gcjbai
|
||||
uid://cw5hhiv8uih7d
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
extends CultistWalkState
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
super._ready()
|
||||
|
||||
print(cultist.left_player_distant_ray)
|
||||
|
||||
_direction = DIRECTION_LEFT
|
||||
_wall_ray_cast = cultist.left_wall_ray
|
||||
_player_ray_cast = cultist.left_player_distant_ray
|
||||
+3
-1
@@ -1,7 +1,9 @@
|
||||
extends CultistMoveState
|
||||
extends CultistWalkState
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
super._ready()
|
||||
|
||||
_direction = DIRECTION_RIGHT
|
||||
_wall_ray_cast = cultist.right_wall_ray
|
||||
_player_ray_cast = cultist.right_player_distant_ray
|
||||
@@ -0,0 +1,20 @@
|
||||
@abstract
|
||||
class_name CultistWalkState
|
||||
extends CultistMoveState
|
||||
|
||||
|
||||
@export var chase_state: CultistState
|
||||
@export var another_direction_walk_state: CultistState
|
||||
|
||||
|
||||
func physics_process(delta: float) -> void:
|
||||
if not cultist.is_on_floor():
|
||||
switch_state.emit(fall_state)
|
||||
else:
|
||||
if not _chase_if_player_in_ray_cast(_player_ray_cast, chase_state):
|
||||
if _wall_ray_cast.is_colliding():
|
||||
var stream := SoundManager.sfx_stream_player_lost
|
||||
SoundManager.play_sfx_stream(stream, cultist.global_position)
|
||||
switch_state.emit(another_direction_walk_state)
|
||||
else:
|
||||
cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)
|
||||
@@ -0,0 +1 @@
|
||||
uid://lplif1gcjbai
|
||||
Reference in New Issue
Block a user