Added high wall rays

This commit is contained in:
2026-02-13 00:55:15 +03:00
parent 0dff01da11
commit ebc0133a82
16 changed files with 65 additions and 31 deletions
@@ -3,7 +3,8 @@ extends CultistChaseState
func init() -> void:
_direction = DIRECTION_LEFT
_wall_ray_cast = cultist.left_wall_ray
_wall_high_ray_cast = cultist.left_wall_high_ray
_wall_low_ray_cast = cultist.left_wall_low_ray
_player_ray_cast = cultist.left_player_distant_ray
@@ -3,7 +3,8 @@ extends CultistChaseState
func init() -> void:
_direction = DIRECTION_RIGHT
_wall_ray_cast = cultist.right_wall_ray
_wall_high_ray_cast = cultist.right_wall_high_ray
_wall_low_ray_cast = cultist.right_wall_low_ray
_player_ray_cast = cultist.right_player_distant_ray
@@ -15,9 +15,9 @@ func physics_process(delta: float) -> void:
if player != null:
cultist.target_x = player.position.x
if _is_target_reached():
if _is_target_reached() or _wall_high_ray_cast.is_colliding():
switch_state.emit(look_around_state)
elif _wall_ray_cast.is_colliding():
elif _wall_low_ray_cast.is_colliding():
switch_state.emit(jump_state)
else:
cultist.update_x_velocity(_direction, cultist.MAX_CHASE_SPEED, delta)
@@ -12,7 +12,7 @@ var state_by_ray_cast : Dictionary[RayCast2D, CultistState]
func enter() -> void:
cultist.sprite.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT)
cultist.sprite.animation_finished.connect(_on_animation_finished)
cultist.sprite.play(CultistSprite.LOOK_AROUND_ANIMATIONS.pick_random())
cultist.velocity = Vector2.ZERO
cultist._set_ray_cast_enable(cultist.left_player_close_ray, true)
@@ -36,6 +36,7 @@ func physics_process(_delta: float) -> void:
func exit() -> void:
cultist.sprite.animation_finished.disconnect(_on_animation_finished)
cultist._set_ray_cast_enable(cultist.left_player_close_ray, false)
cultist._set_ray_cast_enable(cultist.right_player_close_ray, false)
@@ -9,7 +9,9 @@ extends CultistState
@warning_ignore("unused_private_class_variable")
var _direction := 0
@warning_ignore("unused_private_class_variable")
var _wall_ray_cast : RayCast2D
var _wall_high_ray_cast : RayCast2D
@warning_ignore("unused_private_class_variable")
var _wall_low_ray_cast : RayCast2D
var _player_ray_cast : RayCast2D
@@ -3,7 +3,8 @@ extends CultistWalkState
func init() -> void:
_direction = DIRECTION_LEFT
_wall_ray_cast = cultist.left_wall_ray
_wall_high_ray_cast = cultist.left_wall_high_ray
_wall_low_ray_cast = cultist.left_wall_low_ray
_player_ray_cast = cultist.left_player_distant_ray
@@ -3,7 +3,8 @@ extends CultistWalkState
func init() -> void:
_direction = DIRECTION_RIGHT
_wall_ray_cast = cultist.right_wall_ray
_wall_high_ray_cast = cultist.right_wall_high_ray
_wall_low_ray_cast = cultist.right_wall_low_ray
_player_ray_cast = cultist.right_player_distant_ray
@@ -15,7 +15,7 @@ func physics_process(delta: float) -> void:
if player != null:
switch_state.emit(chase_state)
else:
if _wall_ray_cast.is_colliding():
if _wall_low_ray_cast.is_colliding() or _wall_high_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)