128 lines
3.5 KiB
GDScript
128 lines
3.5 KiB
GDScript
extends KinematicBody2D
|
|
|
|
class_name Neighbor
|
|
|
|
signal neighbor_following_roger
|
|
|
|
onready var roger_area := $RogerArea2D
|
|
onready var sprite := $AnimatedSprite
|
|
onready var wander_timer := $WanderTimer
|
|
|
|
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 is_wandering := false
|
|
var wander_direction := Vector2.ZERO
|
|
|
|
enum State {
|
|
MOVE,
|
|
WANDER,
|
|
IDLE
|
|
}
|
|
|
|
func reset_leads() -> void:
|
|
if follower != null:
|
|
follower.reset_leads()
|
|
leader = null
|
|
follower = null
|
|
|
|
func _ready() -> void:
|
|
sprite.set_modulate(Color(.5,0,0))
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
match state:
|
|
State.MOVE:
|
|
move_state(delta)
|
|
State.WANDER:
|
|
wander_state(delta)
|
|
State.IDLE:
|
|
idle_state(delta)
|
|
|
|
func move_state(delta: float) -> void:
|
|
# var player := get_parent().get_node("Player") as Player
|
|
# leader.follower = self
|
|
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 move_neighbor(direction_vector: Vector2, is_wander: bool = false) -> void:
|
|
sprite.play("run") if not is_wander 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_wander 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 idle_state(delta: float) -> void:
|
|
if wander_timer.is_stopped():
|
|
wander_timer.start(rng.randf_range(0, 1.5))
|
|
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 _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:
|
|
print('Got neighbor body')
|
|
if body.leader != null:
|
|
print('Following the leader')
|
|
leader = body
|
|
leader.follower = self
|
|
|
|
|
|
func _on_WanderTimer_timeout() -> void:
|
|
if state == State.IDLE:
|
|
print('wander timer done')
|
|
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(1.0, 1.5)
|
|
state = State.WANDER
|
|
wander_direction = Vector2(rand_x, rand_y)
|
|
wander_timer.start(wander_time)
|
|
elif state == State.WANDER:
|
|
print('Done wandering')
|
|
var wait_time = rng.randf_range(1.0, 5.5)
|
|
state = State.IDLE
|
|
wander_timer.start(wait_time)
|
|
|