Implemented basic duck running away from vesna mechanic
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using System;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Animation;
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public partial class Duck : Node2D
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{
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[Export] private CharacterBody2D _characterBody;
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[Export] private AudioPlayer _nakNakAudio;
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[Export] private AudioPlayer _wingFlapAudio;
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[Export] private Node2D _vesna;
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[Export] private float _runningSpeed = 5f;
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[Export] private float _slowSpeed = 0.5f;
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[Export] private float _minDistanceToVesna = 1000f;
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private bool _vesnaInReach = false;
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private bool _penEntered = false;
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private Vector2 _lastDirection = Vector2.Up;
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private int _numberOfFramesPerDirection = 100;
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private int _currentFramesThisDirection = 0;
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public void PenEntered()
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{
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_nakNakAudio.PlayOneShot();
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_penEntered = true;
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}
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public override void _Process(double delta)
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{
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if (_penEntered)
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{
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_characterBody.Velocity = Vector2.Zero;
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_characterBody.MoveAndSlide();
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return;
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}
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float currentDistance = _vesna.GlobalPosition.DistanceTo(_characterBody.GlobalPosition);
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if (currentDistance < _minDistanceToVesna)
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{
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_characterBody.Velocity = new Vector2( _characterBody.GlobalPosition.X - _vesna.GlobalPosition.X,
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_characterBody.GlobalPosition.Y - _vesna.GlobalPosition.Y);
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_characterBody.Velocity *= _runningSpeed;
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_characterBody.MoveAndSlide();
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}
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else
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{
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if (_currentFramesThisDirection >= _numberOfFramesPerDirection)
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{
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_currentFramesThisDirection = 0;
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Random random = new Random();
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_lastDirection = new Vector2(random.NextSingle(), random.NextSingle()).Normalized();
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}
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_currentFramesThisDirection++;
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_characterBody.Velocity = _lastDirection * _slowSpeed;
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_characterBody.MoveAndSlide();
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}
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base._Process(delta);
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}
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}
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@@ -0,0 +1 @@
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uid://c4qxtuym7syjc
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