pollen-not-included/entities/bee/states/bee_idle.gd
2024-05-08 17:06:15 +01:00

50 lines
1.2 KiB
GDScript

extends State
class_name BeeIdle
@onready var bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
var idle_time : float = 0.0
var target : Vector2 = Vector2.ZERO
var acquire_new_target : bool = false
func enter(_msg := {}):
if acquire_new_target:
target = bee.get_global_position() + Vector2(randi_range(-60, 60), randi_range(-60, 60))
func exit():
acquire_new_target = true
func update(delta : float):
if target == Vector2.ZERO:
randomize()
target = bee.get_global_position() + Vector2(randi_range(-60, 60), randi_range(-60, 60))
idle_time += delta
if idle_time > 2.0:
find_something_to_do()
idle_time = 0.0
pass
func physics_update(delta : float) -> void:
if target:
if bee.position.distance_to(target) > 3:
bee.velocity = (target - bee.position).normalized() * bee.speed / 2 * delta
bee.move_and_collide(bee.velocity)
bee.look_at(target)
func find_something_to_do():
if bee.nectar > 0:
Log.pr("I have pollen, time to move..")
## Bee has pollen - head home
state_transition.emit(self, "Travelling")
else:
## Bee has no pollen - they should move to a flower
state_transition.emit(self, "Travelling")
pass