Added level mods and updated sprite imports

This commit is contained in:
Nathan Anderson
2022-08-04 18:05:48 -06:00
parent 417044bfda
commit 7843bf2b8d
19 changed files with 288 additions and 114 deletions
+67 -39
View File
@@ -2,11 +2,12 @@ extends KinematicBody2D
class_name Neighbor
signal neighbor_following_roger
signal found_home(id)
onready var roger_area := $RogerArea2D
onready var sprite := $AnimatedSprite
onready var wander_timer := $WanderTimer
onready var chevron_sprite := $ChevronSprite
export var MAX_SPEED := 225
export var ACCELERATION := 1000
@@ -17,13 +18,20 @@ var neighbor_velocity := Vector2.ZERO
var leader: KinematicBody2D
var follower: KinematicBody2D
var rng := RandomNumberGenerator.new()
var is_wandering := false
var wander_direction := Vector2.ZERO
var matching_house_node : Node2D
var house_position := Vector2.ZERO
var house_direction := Vector2.ZERO
var id : int
var pop_effect_scene = preload("res://scenes/pop.tscn")
enum State {
MOVE,
WANDER,
IDLE
IDLE,
GO_HOME,
FOUND_HOME
}
func reset_leads() -> void:
@@ -33,26 +41,31 @@ func reset_leads() -> void:
follower = null
func _ready() -> void:
sprite.set_modulate(Color(.5,0,0))
id = int(self.name[-1])
rng.set_seed(id)
matching_house_node = get_parent().get_node("House%s" % id)
matching_house_node.connect("come_home", self, "_on_house_come_home")
func _physics_process(delta: float) -> void:
house_position = matching_house_node.global_position
house_direction = (house_position - global_position).normalized()
match state:
State.MOVE:
move_state(delta)
_move_state(delta)
State.WANDER:
wander_state(delta)
_wander_state(delta)
State.IDLE:
idle_state(delta)
_idle_state(delta)
State.GO_HOME:
_go_home_state(delta)
func move_state(delta: float) -> void:
# var player := get_parent().get_node("Player") as Player
# leader.follower = self
func _move_state(delta: float) -> void:
if leader == null:
state = State.IDLE
return
var result_vector := leader.global_position - global_position
if result_vector.length() > 100:
move_neighbor(result_vector)
_move_neighbor(result_vector)
else:
state = State.IDLE
if result_vector.length() > 250:
@@ -63,32 +76,15 @@ func move_state(delta: float) -> void:
follower = null
state = State.IDLE
func wander_state(delta: float) -> void:
func _wander_state(delta: float) -> void:
if leader != null:
state = State.MOVE
return
move_neighbor(wander_direction, true)
_move_neighbor(wander_direction, true)
func move_neighbor(direction_vector: Vector2, is_wander: bool = false) -> void:
sprite.play("run") if not is_wander else sprite.play("walk")
var move_vector := Vector2(direction_vector).normalized()
if move_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif move_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if move_vector != Vector2.ZERO:
var velocity := move_vector * MAX_SPEED if not is_wander else move_vector * MAX_SPEED / 3
neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
func idle_state(delta: float) -> void:
func _idle_state(delta: float) -> void:
if wander_timer.is_stopped():
wander_timer.start(rng.randf_range(0, 1.5))
wander_timer.start(rng.randf_range(1.8, 6.5))
sprite.play("idle")
for body in roger_area.get_overlapping_bodies():
if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
@@ -97,31 +93,63 @@ func idle_state(delta: float) -> void:
if leader != null:
state = State.MOVE
func _go_home_state(delta: float) -> void:
_move_neighbor(house_direction, true)
# print((house_position - global_position).length())
if ((house_position - global_position).length() < 30):
emit_signal("found_home", id)
queue_free()
func _move_neighbor(direction_vector: Vector2, is_walk: bool = false) -> void:
sprite.play("run") if not is_walk else sprite.play("walk")
var move_vector := Vector2(direction_vector).normalized()
if move_vector.x < 0 and not sprite.flip_h:
sprite.flip_h = true
elif move_vector.x > 0 and sprite.flip_h:
sprite.flip_h = false
if move_vector != Vector2.ZERO:
var velocity := move_vector * MAX_SPEED if not is_walk else move_vector * MAX_SPEED / 3
neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
else:
neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
neighbor_velocity = move_and_slide(neighbor_velocity)
func _on_RogerArea2D_body_entered(body: Node) -> void:
if body != self and leader == null:
if body is Player and body.follower == null:
body.follower = self
leader = body
elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
print('Got neighbor body')
if body.leader != null:
print('Following the leader')
leader = body
leader.follower = self
func _on_WanderTimer_timeout() -> void:
if state == State.IDLE:
print('wander timer done')
var rand_x = rng.randf_range(-1.0, 1.0)
var rand_y = rng.randf_range(-1.0, 1.0)
var wander_time = rng.randf_range(1.0, 1.5)
var wander_time = rng.randf_range(0.3, 1.2)
state = State.WANDER
wander_direction = Vector2(rand_x, rand_y)
wander_timer.start(wander_time)
elif state == State.WANDER:
print('Done wandering')
var wait_time = rng.randf_range(1.0, 5.5)
var wait_time = rng.randf_range(1.8, 6.5)
state = State.IDLE
wander_timer.start(wait_time)
elif state == State.FOUND_HOME:
state = State.GO_HOME
func _on_house_come_home() -> void:
sprite.play("idle")
wander_timer.start(0.5)
var instance = pop_effect_scene.instance()
get_parent().add_child(instance)
instance.global_position = Vector2(global_position.x, global_position.y - 50)
if follower == null:
leader.follower = null
else:
leader.follower = follower
follower.leader = leader
state = State.FOUND_HOME