151 lines
3.7 KiB
GDScript
151 lines
3.7 KiB
GDScript
class_name AbstractEnemy
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extends CharacterBody2D
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const ANIMATION_FALL_DOWN = "fall_down"
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const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
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const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
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const ANIMATION_FALL_UP = "fall_up"
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const ANIMATION_FALL_UP_LEFT = "fall_up_left"
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const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
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const ANIMATION_IDLE_FRONT = "idle_front"
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const ANIMATION_IDLE_REAR = "idle_rear"
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const ANIMATION_LOOK_AROUND_FRONT_1 = "look_around_front_1"
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const ANIMATION_LOOK_AROUND_FRONT_2 = "look_around_front_2"
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const ANIMATION_LOOK_AROUND_REAR_1 = "look_around_rear_1"
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const ANIMATION_LOOK_AROUND_REAR_2 = "look_around_rear_2"
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const ANIMATION_WALK_LEFT = "walk_left"
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const ANIMATION_WALK_RIGHT = "walk_right"
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const LOOK_AROUND_FRONT_ANIMATIONS = [
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ANIMATION_LOOK_AROUND_FRONT_1,
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ANIMATION_LOOK_AROUND_FRONT_2,
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]
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const LOOK_AROUND_REAR_ANIMATIONS = [
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ANIMATION_LOOK_AROUND_REAR_1,
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ANIMATION_LOOK_AROUND_REAR_2,
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]
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const MAX_SPEED = 165
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const ACCELERATION = 600.0
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const LOOK_AROUND_CHANCE = 25
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enum Type {
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Front,
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Rear,
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}
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enum State {
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Idle,
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LookAround,
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Chasing,
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}
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@export var type : Type = Type.Front
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@export var state : State = State.Idle
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var _target_x := 0.0
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@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if state == State.Chasing:
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if is_equal_approx(position.x, _target_x):
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state = State.LookAround
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else:
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var direction := signf(_target_x - position.x)
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velocity.x = move_toward(velocity.x, direction * MAX_SPEED, ACCELERATION * delta)
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_update_animation()
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move_and_slide()
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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.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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State.Chasing:
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_play_chasing_animation_animation()
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else:
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_play_fall_animation()
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func _play_idle_animation() -> void:
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match type:
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Type.Front:
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_play_animation(ANIMATION_IDLE_FRONT)
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Type.Rear:
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_play_animation(ANIMATION_IDLE_REAR)
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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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match type:
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Type.Front:
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var animation := _get_random_animation(LOOK_AROUND_FRONT_ANIMATIONS)
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_play_animation(animation)
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Type.Rear:
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var animation := _get_random_animation(LOOK_AROUND_REAR_ANIMATIONS)
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_play_animation(animation)
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func _play_chasing_animation_animation() -> void:
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if is_zero_approx(velocity.x):
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pass
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elif velocity.x < 0:
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_play_animation(ANIMATION_WALK_LEFT)
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else:
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_play_animation(ANIMATION_WALK_RIGHT)
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func _play_fall_animation() -> void:
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if is_zero_approx(velocity.x):
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var animation := ANIMATION_FALL_UP if velocity.y < 0 else ANIMATION_FALL_DOWN
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_play_animation(animation)
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elif velocity.x < 0:
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var animation := ANIMATION_FALL_UP_LEFT if velocity.y < 0 else ANIMATION_FALL_DOWN_LEFT
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_play_animation(animation)
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else:
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var animation := ANIMATION_FALL_UP_RIGHT if velocity.y < 0 else ANIMATION_FALL_DOWN_RIGHT
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_play_animation(animation)
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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 LOOK_AROUND_FRONT_ANIMATIONS: return true
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if sprite.animation in LOOK_AROUND_REAR_ANIMATIONS: return true
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return false
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func _get_random_animation(animations: Array[String]) -> String:
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var index := randi_range(0, animations.size() - 1)
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return animations[index]
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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 _on_animation_finished() -> void:
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state = State.Idle
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func _on_animation_looped() -> void:
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if state == State.Idle and randi_range(1, 100) <= LOOK_AROUND_CHANCE:
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state = State.LookAround
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