Fixed enemy mover
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@@ -32,16 +32,4 @@ func get_acceleration_direction() -> Vector2:
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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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return (target_position - ship.position).normalized()
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+4
-1
@@ -21,6 +21,9 @@ func _create_player() -> void:
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func _on_enemy_timer_timeout() -> void:
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enemy_swamp_controller.create_enemy()
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var enemies := get_tree().get_nodes_in_group("enemies")
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if enemies.size() < 25:
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enemy_swamp_controller.create_enemy()
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enemy_timer.start(randi_range(3, 9))
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