extends KinematicBody2D class_name Neighbor signal found_home(id) onready var roger_area := $RogerArea2D onready var sprite := $AnimatedSprite onready var wander_timer := $WanderTimer onready var chevron_sprite := $ChevronSprite 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") enum State { MOVE, WANDER, IDLE, GO_HOME, FOUND_HOME } 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") func _physics_process(delta: float) -> void: 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 var result_vector := leader.global_position - global_position if result_vector.length() > 100: _move_neighbor(result_vector) 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: if leader != null: state = State.MOVE return _move_neighbor(wander_direction, true) 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) 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) 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) 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