comment rolling fiend

This commit is contained in:
Haze Weathers 2023-07-08 10:57:08 -04:00
parent ed32a378c4
commit e524faba5f

View file

@ -1,23 +1,30 @@
extends "res://objects/enemy/enemy.gd"
## the floor directions a fiend can be attached to
const DIRS = [Vector2.DOWN, Vector2.RIGHT, Vector2.UP, Vector2.LEFT]
export var move_speed: float = 50.0
export var clockwise: bool = false
## keep options for shape query around because they will mostly stay the same
onready var floor_test = Physics2DShapeQueryParameters.new()
onready var test_shape = $FloorTestShape
## index of the current floor direction
var floor_direction: int = 0
## builds up movement so that fractional movement carries on
var movement_accumulator: float = 0.0
func _ready():
# scale animation to move speed
$AnimatedSprite.speed_scale = inverse_lerp(0.0, 50.0, move_speed)
# flip if going backwards
if clockwise:
$AnimatedSprite.flip_h = true
# fill in shape query parameters that stay the same
floor_test.set_shape(test_shape.shape)
floor_test.collision_layer = 1
# loop through possible directions to find which one should start on
for i in DIRS.size():
if is_on_surface(DIRS[i]):
floor_direction = i
@ -26,18 +33,32 @@ func _ready():
move_speed *= Game.enemy_speed_factor
func _physics_process(delta):
# add to accumulator
movement_accumulator += move_speed * delta
# move one pixel at a time until out of integer movment
while movement_accumulator >= 1.0:
# check next direction for wall if clockwise, else previous
var offset = 1 if clockwise else -1
# movement dir should be the next direction from the floor direction
var move_dir = posmod(floor_direction + offset, DIRS.size())
# check if gone off edge
if !is_on_surface(DIRS[floor_direction]):
# change to next floor direction
floor_direction = posmod(floor_direction - offset, DIRS.size())
# check if collided with wall
elif is_on_surface(DIRS[move_dir]):
# new floor direction is where wall is
floor_direction = move_dir
# move along new floor direction
position += DIRS[posmod(floor_direction + offset, DIRS.size())]
# 1 pixel of movement spent from accumulator
movement_accumulator -= 1.0
## tests if there is a floor 1 pixel in the direction tested
func is_on_surface(dir):
# get the physics space state
var space_state = get_world_2d().direct_space_state
# set position to test box at, moved 1 pixel in the direction tested
floor_test.transform = test_shape.global_transform.translated(dir)
return space_state.collide_shape(floor_test, 1).size() > 0
# collide_shape returns array of collisions, if not empy there is a floor there
return not space_state.collide_shape(floor_test, 1).empty()