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ScrapFrontier/game/controllers/enemy_controller.gd
T
2025-11-25 16:52:12 +03:00

48 lines
1.1 KiB
GDScript

class_name EnemyController
extends Node
signal accelerate(direction: Vector2, delta: float)
signal shoot()
@export var ship: AbstractEnemyShip
const FREE_FLIGHT_DIST = 50
var target_position : Vector2
var direction : Vector2
func _physics_process(delta: float) -> void:
if ship.is_on_screen:
shoot.emit()
accelerate.emit(direction, delta)
func _on_direction_timer_timeout() -> void:
direction = get_acceleration_direction()
func get_acceleration_direction() -> Vector2:
var distance := ship.position.distance_to(target_position)
if distance < FREE_FLIGHT_DIST:
return Vector2.ZERO
var direction_to_target := (target_position - ship.position).normalized()
var speed_to_target := ship.velocity.dot(direction_to_target)
var slow_down_distance := speed_to_target/ship.acceleration * speed_to_target
var speed_coef := distance / (slow_down_distance + FREE_FLIGHT_DIST)
var target_speed := ship.max_speed * clampf(speed_coef, 0.0, 1.0)
var target_velocity := direction_to_target * target_speed
var delta_velocity := target_velocity - ship.velocity
return direction_to_target * ship.max_speed/delta_velocity.length()