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88 lines
3.0 KiB
88 lines
3.0 KiB
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 = 3f;
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[Export] private float _slowSpeed = 0.5f;
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[Export] private float _minDistanceToVesna = 1000f;
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[Export] private Node2D _duckRight;
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[Export] private Node2D _duckLeft;
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private bool _vesnaInReach = false;
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private bool _penEntered = false;
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private int _numberOfFramesPerDirection = 1000;
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private int _currentFramesThisDirection = 0;
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private bool _duckLookingRight = true;
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private Vector2 _movementVector = Vector2.Zero;
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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 _Draw()
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{
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DrawLine(_characterBody.GlobalPosition, _movementVector, new Color(255, 0, 0), 2f, false);
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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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GD.Print("Pen entered.");
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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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_movementVector = new Vector2( _characterBody.GlobalPosition.X - _vesna.GlobalPosition.X,
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_characterBody.GlobalPosition.Y - _vesna.GlobalPosition.Y).Normalized();
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_movementVector *= _runningSpeed;
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_characterBody.Velocity = _movementVector;
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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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FastNoiseLite fastNoiseLite = new FastNoiseLite();
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_movementVector = new Vector2(fastNoiseLite.GetNoise1D(_characterBody.GlobalPosition.X * Time.GetTicksMsec()), fastNoiseLite.GetNoise1D(_characterBody.GlobalPosition.Y * Time.GetTicksMsec())).Normalized();
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}
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_currentFramesThisDirection++;
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_characterBody.Velocity = _movementVector * _slowSpeed;
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_characterBody.MoveAndSlide();
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}
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// if läuftNachLinks && schautNachRechts || läuftNachRechts && schautNachLinks
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if ((_characterBody.Velocity.X < 0 && _duckLookingRight)
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|| (_characterBody.Velocity.X > 0 && !_duckLookingRight))
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{
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if (_duckLookingRight)
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{
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_duckRight.Visible = false;
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_duckLeft.Visible = true;
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_duckLookingRight = false;
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}
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else
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{
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_duckRight.Visible = true;
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_duckLeft.Visible = false;
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_duckLookingRight = true;
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}
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}
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}
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} |