mirror of
https://github.com/Steffo99/hella-farm.git
synced 2024-11-22 16:14:22 +00:00
68 lines
1.3 KiB
GDScript3
68 lines
1.3 KiB
GDScript3
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extends Node2D
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class_name SkitterFromMouse
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signal move(movement: Vector2)
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signal scared
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signal calmed
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@export_range(1, 5, 1) var speed := 2.0
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@export_range(1, 5, 1) var scare_secs := 1.0
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@export var directions: Array[Vector2] = []
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@onready var calm_timer: Timer = $"CalmTimer"
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var mouse_inside: bool = false
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enum State { CALM, SCARED }
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var state: State = State.CALM:
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get:
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return state
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set(value):
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if state != value:
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state = value
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match state:
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State.CALM:
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calmed.emit()
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State.SCARED:
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calm_timer.start(scare_secs)
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scared.emit()
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func _ready():
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if not directions:
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Log.w(self, "No directions defined, object won't skitter.")
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func _physics_process(delta: float) -> void:
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match state:
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State.SCARED:
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var idx := Random.rng.randi_range(0, len(directions))
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var direction: Vector2 = directions[idx]
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var movement: Vector2 = direction * delta * speed
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move.emit(movement)
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func _on_scare_area_mouse_entered() -> void:
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mouse_inside = true
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func _on_scare_area_mouse_exited() -> void:
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mouse_inside = false
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func _on_calm_timer_timeout() -> void:
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if mouse_inside:
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calm_timer.start(scare_secs)
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else:
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state = State.CALM
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func _on_move(movement: Vector2) -> void:
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Log.p(self, "Moving by: %s" % movement)
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func _on_scared() -> void:
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Log.p(self, "Scared!")
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func _on_calmed() -> void:
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Log.p(self, "Calmed down.")
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