- Introduced explicit typing to variables and functions across multiple scripts for better code clarity. - Specified 'void' as the return type for functions that do not return a value. - Removed redundant code in some scripts.
64 lines
1.6 KiB
GDScript
64 lines
1.6 KiB
GDScript
extends Node2D
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class_name Dog
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@onready var death_box : Area2D = $DeathBox
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@onready var outline : Sprite2D = $AreaHighlight
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var acquired_target : Node2D = null
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var target_timer : float = 0.0
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@export var distracted : bool = false
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var distracted_by : Node2D = null
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func _ready() -> void:
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death_box.connect("body_entered", Callable(self, "_on_body_entered"))
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death_box.connect("body_exited", Callable(self, "_on_body_exited"))
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func _process(delta : float) -> void:
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if acquired_target:
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target_timer += delta
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# Look at the target
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rotation = lerp_angle(rotation, rotation + get_angle_to(acquired_target.global_position), 0.5)
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if target_timer > 3.0:
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# Kill the target!
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acquired_target.die()
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acquired_target = null
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target_timer = 0.0
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return
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if distracted_by:
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# Look around
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rotation = lerp_angle(rotation, rotation + get_angle_to(distracted_by.global_position), 0.5)
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func show_outline() -> void:
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outline.visible = true
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func hide_outline() -> void:
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outline.visible = false
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func _on_body_entered(area : Node2D) -> void:
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if area.is_in_group("bee") and distracted == false:
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if !acquired_target:
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Log.pr("Acquired target")
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target_timer = 0.0
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acquired_target = area
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if area.is_in_group("distractor"):
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Log.pr("Distracted")
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acquired_target = null
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distracted = true
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distracted_by = area
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func _on_body_exited(area : Node2D) -> void:
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if area == acquired_target:
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Log.pr("Lost target")
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acquired_target = null
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target_timer = 0.0
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if area.is_in_group("distractor"):
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Log.pr("No longer distracted")
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distracted = false
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distracted_by = null
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