extends KinematicBody2D class_name Neighbor signal found_home(id) var NeighborSprite = { 0:"aberlin", 1:"chad", 2:"gary", 3:"maggie", 4:"sarah", 5:"steve", 6:"tim", 7:"tyler" } onready var roger_area := $RogerArea2D onready var sprite := $AnimatedSprite onready var wander_timer := $WanderTimer onready var chevron_sprite := $ChevronSprite onready var line_path := $LinePath onready var path_dist_label := $PathDistanceLabel onready var circle_sprite := $CircleSprite export var MAX_SPEED := 225 export var ACCELERATION := 1000 export var FRICTION := 2000 export var MAX_FOLLOW_DISTANCE := 250 export var MIN_FOLLOW_DISTANCE := 80 export var DIST_PERCENT_AWAY_SHOW_CUTOFF := 0.65 var neighbor_sprite : int 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 path: Array = [] var path_length: float var calc_path := true var level_navigation: Navigation2D setget set_level_navigation var pop_effect_scene = preload("res://scenes/pop.tscn") enum State { MOVE, WANDER, IDLE, GO_HOME, FOUND_HOME } func reset_leads() -> void: if follower != null: follower.reset_leads() leader = null follower = null func set_level_navigation(node: Navigation2D) -> void: level_navigation = node func _ready() -> void: path_dist_label.text = '' 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") circle_sprite.scale = Vector2((MAX_FOLLOW_DISTANCE / 16), (MAX_FOLLOW_DISTANCE / 16)) circle_sprite.set_modulate(Color(0,0,0,0)) _setup_animated_sprite() func _physics_process(delta: float) -> void: # if OS.is_debug_build(): # line_path.global_position = Vector2.ZERO # chevron_sprite.visible = leader != null house_position = matching_house_node.global_position house_direction = (house_position - global_position).normalized() match state: State.MOVE: _move_state(delta) State.WANDER: _wander_state(delta) State.IDLE: _idle_state(delta) State.GO_HOME: _go_home_state(delta) func _move_state(delta: float) -> void: if leader == null: state = State.IDLE return else: if (leader.global_position - global_position).length() <= 40.0: # if OS.is_debug_build(): # chevron_sprite.rotation_degrees = rad2deg((global_position - leader.global_position).angle()) - 90 _move_neighbor(global_position - leader.global_position) return if calc_path: path = level_navigation.get_simple_path(global_position, leader.global_position) calc_path = false path_length = _calc_points_length(path) # if OS.is_debug_build(): # line_path.points = path # path_dist_label.text = "%s" % path_length else: calc_path = true var result_vector = path[1] - path[0] if len(path) >= 2 else leader.global_position - global_position # if OS.is_debug_build(): # chevron_sprite.rotation_degrees = rad2deg((result_vector).angle()) - 90 if path_length > MIN_FOLLOW_DISTANCE: _move_neighbor(result_vector) else: state = State.IDLE _set_circle_indicator(result_vector.length()) if result_vector.length() > MAX_FOLLOW_DISTANCE or path_length > MAX_FOLLOW_DISTANCE * 1.75: leader.follower = null leader = null if follower != null: follower.reset_leads() follower = null state = State.IDLE func _wander_state(delta: float) -> void: if leader != null: state = State.MOVE return _move_neighbor(wander_direction, true) func _idle_state(delta: float) -> void: if leader == null and len(line_path.points) != 0: line_path.points = [] circle_sprite.set_modulate(Color(0,0,0,0)) if wander_timer.is_stopped() and leader == null: wander_timer.start(rng.randf_range(1.8, 6.5)) sprite.play("idle") # Connect to roger or neighbor following roger for body in roger_area.get_overlapping_bodies(): if body.is_class("KinematicBody2D") and not body is Trolley and not body is Car 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) 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") 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 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, Vector2( 0, 0 ), false, 4, 0.785398, false) for i in get_slide_count(): var collision := get_slide_collision(i) if "Trolley" in collision.collider.name or "Car" in collision.collider.name: state = State.IDLE 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 not body is Car 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) 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) state = State.IDLE wander_timer.start(wait_time) elif state == State.FOUND_HOME: state = State.GO_HOME 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 func _set_circle_indicator(length: float) -> void: # begin to show circle when neighbor is approaching max if length / MAX_FOLLOW_DISTANCE >= DIST_PERCENT_AWAY_SHOW_CUTOFF: # returns a value between 0 and 1 based on the cutoff value var percent_visible = ((length / MAX_FOLLOW_DISTANCE) - DIST_PERCENT_AWAY_SHOW_CUTOFF) / (1 - DIST_PERCENT_AWAY_SHOW_CUTOFF) circle_sprite.set_modulate(Color(percent_visible, percent_visible / 2, percent_visible / 2, percent_visible)) else: circle_sprite.set_modulate(Color(0,0,0,0)) func _setup_animated_sprite() -> void: var name = NeighborSprite[id % 8] var sprite_frames := SpriteFrames.new() # add animations sprite_frames.add_animation("idle") sprite_frames.add_animation("run") sprite_frames.add_animation("walk") # idle sprite_frames.add_frame("idle", load("res://assets/%s.png" % name)) # walk sprite_frames.add_frame("walk", load("res://assets/runningSprites/%s/%s1.png" % [name, name.capitalize()])) sprite_frames.add_frame("walk", load("res://assets/runningSprites/%s/%s2.png" % [name, name.capitalize()])) sprite_frames.add_frame("walk", load("res://assets/%s.png" % name)) # run for i in range(8): sprite_frames.add_frame("run", load("res://assets/runningSprites/%s/%s%s.png" % [name, name.capitalize(), i])) sprite_frames.set_animation_speed("run", 8.0) sprite.frames = sprite_frames func _calc_points_length(points: PoolVector2Array) -> float: var sum_vector := Vector2.ZERO if len(points) == 0: return (MAX_FOLLOW_DISTANCE + 1) as float var current_point = points[0] points.remove(0) for point in points: sum_vector += point - current_point return sum_vector.length() func _set_paused(paused: bool) -> void: set_physics_process(!paused) set_process(!paused) wander_timer.paused = paused