neighbor-game/scripts/neighbor.gd

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extends KinematicBody2D
class_name Neighbor
signal found_home(id)
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onready var roger_area := $RogerArea2D
onready var sprite := $AnimatedSprite
onready var wander_timer := $WanderTimer
onready var chevron_sprite := $ChevronSprite
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export var MAX_SPEED := 225
export var ACCELERATION := 1000
export var FRICTION := 2000
var state = State.IDLE
var neighbor_velocity := Vector2.ZERO
var leader: KinematicBody2D
var follower: KinematicBody2D
var rng := RandomNumberGenerator.new()
var wander_direction := Vector2.ZERO
var matching_house_node : Node2D
var house_position := Vector2.ZERO
var house_direction := Vector2.ZERO
var id : int
var pop_effect_scene = preload("res://scenes/pop.tscn")
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enum State {
MOVE,
WANDER,
IDLE,
GO_HOME,
FOUND_HOME
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}
func reset_leads() -> void:
if follower != null:
follower.reset_leads()
leader = null
follower = null
func _ready() -> void:
id = int(self.name[-1])
rng.set_seed(id)
matching_house_node = get_parent().get_node("House%s" % id)
matching_house_node.connect("come_home", self, "_on_house_come_home")
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func _physics_process(delta: float) -> void:
house_position = matching_house_node.global_position
house_direction = (house_position - global_position).normalized()
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match state:
State.MOVE:
_move_state(delta)
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State.WANDER:
_wander_state(delta)
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State.IDLE:
_idle_state(delta)
State.GO_HOME:
_go_home_state(delta)
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func _move_state(delta: float) -> void:
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if leader == null:
state = State.IDLE
return
var result_vector := leader.global_position - global_position
if result_vector.length() > 100:
_move_neighbor(result_vector)
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else:
state = State.IDLE
if result_vector.length() > 250:
leader.follower = null
leader = null
if follower != null:
follower.reset_leads()
follower = null
state = State.IDLE
func _wander_state(delta: float) -> void:
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if leader != null:
state = State.MOVE
return
_move_neighbor(wander_direction, true)
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func _idle_state(delta: float) -> void:
if wander_timer.is_stopped():
wander_timer.start(rng.randf_range(1.8, 6.5))
sprite.play("idle")
for body in roger_area.get_overlapping_bodies():
if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
leader = body
leader.follower = self
if leader != null:
state = State.MOVE
func _go_home_state(delta: float) -> void:
_move_neighbor(house_direction, true)
# print((house_position - global_position).length())
if ((house_position - global_position).length() < 30):
emit_signal("found_home", id)
queue_free()
func _move_neighbor(direction_vector: Vector2, is_walk: bool = false) -> void:
sprite.play("run") if not is_walk else sprite.play("walk")
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var move_vector := Vector2(direction_vector).normalized()
if move_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif move_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if move_vector != Vector2.ZERO:
var velocity := move_vector * MAX_SPEED if not is_walk else move_vector * MAX_SPEED / 3
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neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
func _on_RogerArea2D_body_entered(body: Node) -> void:
if body != self and leader == null:
if body is Player and body.follower == null:
body.follower = self
leader = body
elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
if body.leader != null:
leader = body
leader.follower = self
func _on_WanderTimer_timeout() -> void:
if state == State.IDLE:
var rand_x = rng.randf_range(-1.0, 1.0)
var rand_y = rng.randf_range(-1.0, 1.0)
var wander_time = rng.randf_range(0.3, 1.2)
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state = State.WANDER
wander_direction = Vector2(rand_x, rand_y)
wander_timer.start(wander_time)
elif state == State.WANDER:
var wait_time = rng.randf_range(1.8, 6.5)
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state = State.IDLE
wander_timer.start(wait_time)
elif state == State.FOUND_HOME:
state = State.GO_HOME
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func _on_house_come_home() -> void:
sprite.play("idle")
wander_timer.start(0.5)
var instance = pop_effect_scene.instance()
get_parent().add_child(instance)
instance.global_position = Vector2(global_position.x, global_position.y - 50)
if follower == null:
leader.follower = null
else:
leader.follower = follower
follower.leader = leader
state = State.FOUND_HOME