Fix Target Selection
parent
fed4a0779a
commit
b121e6a10d
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@ -1,7 +1,6 @@
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extends KinematicBody2D
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extends EnemyClass
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onready var player = $"../../Player"
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var speed_multiplier = 1
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var dash_target = Vector2.ZERO
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var dash_timer = .0
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var dashing = false
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@ -13,10 +12,10 @@ func _physics_process(delta):
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else:
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if dash_target == Vector2.ZERO:
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var angle = global_position.angle_to_point(player.global_position) + PI
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dash_target = global_position + Vector2(70, 0).rotated(angle)
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dash_target = global_position + Vector2(60, 0).rotated(angle)
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if dash_target != Vector2.ZERO:
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dash_timer += delta
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if dash_timer >= 2.0:
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if dash_timer >= 1.0:
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dash_timer = 0
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dashing = true
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@ -3,8 +3,8 @@ extends KinematicBody2D
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var velocity = Vector2.ZERO
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var speed_multiplier: float = 1.0
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var slowed = false
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var target
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var speed = 100
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func get_input():
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var input_direction = Input.get_vector("left", "right", "up", "down")
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velocity = input_direction * speed
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@ -25,13 +25,14 @@ func _physics_process(_delta):
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speed_multiplier = 1.0
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velocity = move_and_slide(velocity * speed_multiplier)
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_choose_target()
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choose_target()
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func _choose_target():
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func choose_target():
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var least_dist = 4000
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var enemy_dist
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var enemies = get_tree().get_nodes_in_group("enemy")
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enemies.sort_custom(self, "_sort")
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for enemy in enemies:
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enemies.front().scale.x = 1 #TODO
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func _sort(a, b):
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return a.position < b.position
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enemy_dist = global_position.distance_to(enemy.global_position)
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if enemy_dist < least_dist:
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least_dist = enemy_dist
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target = enemy
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@ -73,7 +73,7 @@ shape = SubResource( 3 )
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[node name="Enemies" type="Node2D" parent="View"]
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[node name="TrashCan" parent="View/Enemies" groups=["enemy"] instance=ExtResource( 13 )]
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[node name="TrashCan" parent="View/Enemies" instance=ExtResource( 13 )]
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[node name="Bat" parent="View/Enemies" instance=ExtResource( 14 )]
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z_index = 1
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