Added cultist chase states

This commit is contained in:
2026-02-09 21:48:52 +03:00
parent b0e497172f
commit b62b24dbbc
19 changed files with 147 additions and 275 deletions
@@ -1,7 +1,9 @@
extends CultistMoveState
extends CultistChaseState
func _ready() -> void:
super._ready()
_direction = DIRECTION_LEFT
_wall_ray_cast = cultist.left_wall_ray
_player_ray_cast = cultist.left_player_distant_ray
@@ -0,0 +1 @@
uid://cn2lfl4kuxvjk
@@ -0,0 +1,9 @@
extends CultistChaseState
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 @@
uid://3kl84tu1vwiv
@@ -0,0 +1,19 @@
class_name CultistChaseState
extends CultistMoveState
@export var look_around_state: CultistState
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
if is_equal_approx(cultist.position.x, cultist.target_x):
switch_state.emit(look_around_state)
else:
cultist.update_x_velocity(_direction, cultist.MAX_CHASE_SPEED, delta)
@@ -0,0 +1 @@
uid://beu06w0gntfay
@@ -5,5 +5,30 @@ extends AbstractState
@export var cultist: AbstractCultist
func _ready() -> void:
if not cultist.is_node_ready():
await cultist.ready
func _set_ray_cast_enable(ray_cast: RayCast2D, enabled: bool) -> void:
ray_cast.process_mode = Node.PROCESS_MODE_INHERIT if enabled else Node.PROCESS_MODE_DISABLED
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
func _chase_if_player_in_ray_cast(ray_cast: RayCast2D, chase_state: CultistState) -> bool:
var player := _get_colliding_player(ray_cast)
if player != null:
cultist.target_x = player.position.x
switch_state.emit(chase_state)
return true
return false
@@ -2,6 +2,8 @@ extends CultistState
@export var fall_state: CultistState
@export var chase_left_state: CultistState
@export var chase_right_state: CultistState
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
@@ -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