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 break # adjust to difficulty 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) # collide_shape returns array of collisions, if not empy there is a floor there return not space_state.collide_shape(floor_test, 1).empty()