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✨ Add an erratic movement behaviour
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3 changed files with 22 additions and 3 deletions
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@ -1,7 +1,8 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://src/mechanics/Black.png" type="Texture" id=1]
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[ext_resource path="res://src/mechanics/Black.png" type="Texture" id=1]
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[ext_resource path="res://src/entities/behaviours/AttractedTo.gd" type="Script" id=2]
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[ext_resource path="res://src/entities/behaviours/AttractedTo.gd" type="Script" id=2]
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[ext_resource path="res://src/entities/behaviours/ErraticMovement.gd" type="Script" id=3]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 16 )
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extents = Vector2( 16, 16 )
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@ -11,6 +12,9 @@ extents = Vector2( 16, 16 )
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[node name="AttractedTo" type="Node" parent="."]
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[node name="AttractedTo" type="Node" parent="."]
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="ErraticMovement" type="Node" parent="."]
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script = ExtResource( 3 )
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[node name="Sprite" type="Sprite" parent="."]
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[node name="Sprite" type="Sprite" parent="."]
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texture = ExtResource( 1 )
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texture = ExtResource( 1 )
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@ -2,11 +2,12 @@ extends Node
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export var movement_per_second: float = 32.0
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export var movement_per_second: float = 32.0
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export var goal_absolute_path: String = "Game/Fire"
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onready var target: KinematicBody2D = get_parent()
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onready var target: KinematicBody2D = get_parent()
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# TODO: Use a better algorithm
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# TODO: Use a better algorithm
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onready var goal: StaticBody2D = get_parent().get_parent().get_node("Fire")
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onready var goal: StaticBody2D = get_tree().root.get_node(goal_absolute_path)
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signal touching_goal
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signal touching_goal
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14
src/entities/behaviours/ErraticMovement.gd
Normal file
14
src/entities/behaviours/ErraticMovement.gd
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@ -0,0 +1,14 @@
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extends Node
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export var movement_per_second: float = 16.0
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onready var target: KinematicBody2D = get_parent()
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onready var rng = RandomNumberGenerator.new()
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func _physics_process(_delta):
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var direction: Vector2 = Vector2(rng.randf_range(-1, 1), rng.randf_range(-1, 1)).normalized()
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var _motion: Vector2 = target.move_and_slide(direction * movement_per_second, Vector2.ZERO)
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