Files
CultManor/game/characters/enemies/abstract_cultist.gd
T
2026-06-12 13:55:11 +03:00

61 lines
2.0 KiB
GDScript

class_name AbstractCultist
extends CharacterBody2D
const MAX_WALK_SPEED = 85
const MAX_CHASE_SPEED = 170
const ACCELERATION = 600.0
const JUMP_VELOCITY = 222.0
const JUMP_GRAVITY_FACTOR = 1.0
const FALL_GRAVITY_FACTOR = 1.5
var target_x := 0.0
@onready var sprite : Sprite2D = $CultistSprite
@onready var animated_sprite : AnimatedSprite2D = $SubViewport/CultistSprite
@onready var left_wall_high_ray : RayCast2D = $WallCheckHigh/LeftWallRay
@onready var right_wall_high_ray : RayCast2D = $WallCheckHigh/RightWallRay
@onready var left_wall_low_ray : RayCast2D = $WallCheckLow/LeftWallRay
@onready var right_wall_low_ray : RayCast2D = $WallCheckLow/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
@onready var state_machine : CultistStateMachine = $CultistStateMachine
@onready var chase_left_state : CultistState = $CultistStateMachine/ChaseLeftState
@onready var chase_right_state : CultistState = $CultistStateMachine/ChaseRightState
@onready var look_around_state : CultistState = $CultistStateMachine/LookAroundState
func _ready() -> void:
_set_ray_cast_enable(left_player_close_ray, false)
_set_ray_cast_enable(right_player_close_ray, false)
_set_ray_cast_enable(left_player_distant_ray, false)
_set_ray_cast_enable(right_player_distant_ray, false)
state_machine.init()
func _physics_process(delta: float) -> void:
state_machine.physics_process(delta)
move_and_slide()
func update_x_velocity(direction: int, max_speed: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta)
func get_gravity_factor() -> float:
return JUMP_GRAVITY_FACTOR if velocity.y < 0.0 else FALL_GRAVITY_FACTOR
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