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hella-farm/behaviours/skitter_from_mouse.gd

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GDScript3
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2024-04-13 22:26:24 +00:00
extends Node2D
class_name SkitterFromMouse
signal move(movement: Vector2)
signal scared
signal calmed
@export_range(1, 5, 1) var speed := 2.0
@export_range(1, 5, 1) var scare_secs := 1.0
@export var directions: Array[Vector2] = []
@onready var calm_timer: Timer = $"CalmTimer"
var mouse_inside: bool = false
enum State { CALM, SCARED }
var state: State = State.CALM:
get:
return state
set(value):
if state != value:
state = value
match state:
State.CALM:
calmed.emit()
State.SCARED:
calm_timer.start(scare_secs)
scared.emit()
func _ready():
if not directions:
Log.w(self, "No directions defined, object won't skitter.")
func _physics_process(delta: float) -> void:
match state:
State.SCARED:
var idx := Random.rng.randi_range(0, len(directions))
var direction: Vector2 = directions[idx]
var movement: Vector2 = direction * delta * speed
move.emit(movement)
func _on_scare_area_mouse_entered() -> void:
mouse_inside = true
func _on_scare_area_mouse_exited() -> void:
mouse_inside = false
func _on_calm_timer_timeout() -> void:
if mouse_inside:
calm_timer.start(scare_secs)
else:
state = State.CALM
func _on_move(movement: Vector2) -> void:
Log.p(self, "Moving by: %s" % movement)
func _on_scared() -> void:
Log.p(self, "Scared!")
func _on_calmed() -> void:
Log.p(self, "Calmed down.")