create rolling fiend
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objects/enemy/rolling_fiend.gd
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objects/enemy/rolling_fiend.gd
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extends "res://objects/enemy/enemy.gd"
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export var move_speed: float = 0.0
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var move_dir: Vector2 = Vector2(-1.0, 0.0)
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onready var casts = $Raycasts
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onready var wall_cast = $Raycasts/WallCast
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onready var floor_cast = $Raycasts/FloorCast
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func _physics_process(delta):
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position += move_dir * move_speed * delta
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var rotation_change = -1.5708
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if not floor_cast.is_colliding():
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casts.rotation += rotation_change
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position -= move_dir
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move_dir = move_dir.rotated(rotation_change)
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position += move_dir
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elif wall_cast.is_colliding():
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casts.rotation -= rotation_change
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move_dir = move_dir.rotated(-rotation_change)
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