LD46/Enemy.gd

107 lines
2.7 KiB
GDScript

extends Node2D
var speed = 50
var type = "Enemy"
var mv_delta = 0
var directions = [Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1)]
# Enemy starts pounting to the right.
var rot = 0
func get_adjacent_tiles(pos):
var adjacent = []
var state = get_parent().get_state()
for offset in directions:
var test_pos = pos + offset
if test_pos.y < 0 or test_pos.y > len(state.level_map) - 1:
continue
elif test_pos.x < 0 or test_pos.x > len(state.level_map[0]) - 1:
continue
elif state.get_type(test_pos) != "Empty":
continue
else:
adjacent.append(test_pos)
return adjacent
func make_dist_tree():
var dist_tree = {get_pos(): 0}
var to_check = [get_pos()]
var dist = 1
while true:
var next_to_check = []
for pos in to_check:
var adjacent = get_adjacent_tiles(pos)
for adj_pos in adjacent:
if adj_pos in dist_tree:
continue
dist_tree[adj_pos] = dist
next_to_check.append(adj_pos)
if len(next_to_check) == 0:
return dist_tree
to_check = next_to_check
dist += 1
func pathfind(player_pos):
if get_pos() == player_pos:
return null
var dist_tree = make_dist_tree()
if not player_pos in dist_tree:
# The player cannot be reached.
return null
var last_dist = dist_tree[player_pos]
var path = [player_pos]
while true:
for adj_pos in get_adjacent_tiles(path[-1]):
if adj_pos == get_pos():
return path
if dist_tree[adj_pos] < last_dist:
last_dist -= 1
path.append(adj_pos)
func follow_wall(player_pos):
var state = get_parent().get_state()
var mv_offset = null
var my_pos = get_pos()
while true:
var side_offset = directions[rot - 1]
var ahead_offset = directions[rot]
var side_tile = state.get_type(my_pos + side_offset)
var ahead_tile = state.get_type(my_pos + ahead_offset)
if side_tile == "Empty" or not ahead_tile == "Empty":
rot += 1
if rot >= 4:
rot = 0
return null
else:
return ahead_offset
func _physics_process(delta):
mv_delta += delta
if mv_delta >= 0.6:
mv_delta = 0
var state = get_parent().get_state()
var player_pos = state.player_pos
var goal_pos = state.goal_pos
var target_pos = player_pos
var path = pathfind(target_pos)
if path == null:
return
var mv_target = path[-1]
if state.player_pos == mv_target:
OS.window_size = Vector2(1024,600)
get_tree().change_scene("res://Defeat.tscn")
for offset in directions:
if get_pos() + offset == mv_target:
var old_pos = get_pos()
self.translate(offset * Vector2(speed, speed))
var new_pos = get_pos()
state.move(old_pos, new_pos)
state.enemy_pos = get_pos()
break
func get_pos():
var pos = self.global_position
pos = Vector2(pos.x/50, pos.y/50)
return pos