Updated enemy controller
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@@ -9,6 +9,9 @@ signal shoot()
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@export var ship: AbstractEnemyShip
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const FREE_FLIGHT_DIST = 50
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var target_position : Vector2
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var direction : Vector2
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@@ -24,4 +27,21 @@ func _on_direction_timer_timeout() -> void:
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func get_acceleration_direction() -> Vector2:
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return (target_position - ship.position).normalized()
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var distance := ship.position.distance_to(target_position)
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if distance < FREE_FLIGHT_DIST:
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return Vector2.ZERO
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var direction_to_target := (target_position - ship.position).normalized()
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var speed_to_target := ship.velocity.dot(direction_to_target)
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var slow_down_distance := speed_to_target/ship.acceleration * speed_to_target
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var speed_coef := distance / (slow_down_distance + FREE_FLIGHT_DIST)
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var target_speed := ship.max_speed * clampf(speed_coef, 0.0, 1.0)
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var target_velocity := direction_to_target * target_speed
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var delta_velocity := target_velocity - ship.velocity
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return direction_to_target * ship.max_speed/delta_velocity.length()
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@@ -31,3 +31,6 @@ max_hull = 200
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[node name="HeathBar" parent="." index="3"]
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offset_top = 30.0
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offset_bottom = 30.0
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[node name="VisibleOnScreenNotifier2D" parent="." index="5"]
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rect = Rect2(-29, -21, 58, 42)
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@@ -30,3 +30,6 @@ max_hull = 100
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[node name="HeathBar" parent="." index="3"]
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offset_top = 30.0
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offset_bottom = 30.0
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[node name="VisibleOnScreenNotifier2D" parent="." index="5"]
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rect = Rect2(-13, -21, 26, 42)
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@@ -30,3 +30,6 @@ max_hull = 50
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[node name="HeathBar" parent="." index="3"]
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offset_top = 14.0
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offset_bottom = 14.0
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[node name="VisibleOnScreenNotifier2D" parent="." index="5"]
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rect = Rect2(-13, -5, 26, 10)
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@@ -45,6 +45,10 @@ func _apply_homing_guidance(delta: float) -> void:
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func _update_sprite(velocity: Vector2) -> void:
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if velocity.is_zero_approx():
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sprites[0].show()
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return
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var sector := TAU / sprites.size()
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var angle := velocity.angle()
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var bisector := angle + sector * 0.5
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+3
-3
@@ -15,16 +15,16 @@ func _ready() -> void:
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func _create_player() -> void:
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var player : PlayerShip = PLAYER.instantiate()
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add_child(player)
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player.position = Vector2(100, 100)
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player.destroyed.connect(_create_player, CONNECT_DEFERRED)
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add_child(player)
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func _create_random_enemy() -> void:
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const ENEMIES := [ SMALL_ENEMY, MEDIUM_ENEMY, HEAVY_ENEMY ]
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var enemy : AbstractEnemyShip = ENEMIES.pick_random().instantiate()
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add_child(enemy)
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enemy.position = Vector2(750, randi_range(0, 360))
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enemy.controller.target_position = Vector2(550, 180)
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enemy.destroyed.connect(_create_random_enemy, CONNECT_DEFERRED)
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add_child(enemy)
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enemy.controller.target_position = Vector2(550, 180)
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