godot/demos/3d/platformer/enemy.gd

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extends RigidBody
# member variables
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const STATE_WALKING = 0
const STATE_DYING = 1
var prev_advance = false
var deaccel = 20.0
var accel = 5
var max_speed = 2
var rot_dir = 4
var rot_speed = 1
var dying = false
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func _integrate_forces(state):
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var delta = state.get_step()
var lv = state.get_linear_velocity()
var g = state.get_total_gravity()
lv += g*delta # apply gravity
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var up = -g.normalized()
if (dying):
state.set_linear_velocity(lv)
return
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for i in range(state.get_contact_count()):
var cc = state.get_contact_collider_object(i)
var dp = state.get_contact_local_normal(i)
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if (cc):
if (cc extends preload("res://bullet.gd") and not cc.disabled):
set_mode(MODE_RIGID)
dying = true
#lv = s.get_contact_local_normal(i)*400
state.set_angular_velocity(-dp.cross(up).normalized()*33.0)
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get_node("AnimationPlayer").play("impact")
get_node("AnimationPlayer").queue("explode")
set_friction(1)
cc.disabled = true
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get_node("sound").play("hit")
return
var col_floor = get_node("Armature/ray_floor").is_colliding()
var col_wall = get_node("Armature/ray_wall").is_colliding()
var advance = not col_wall and col_floor
var dir = get_node("Armature").get_transform().basis[2].normalized()
var deaccel_dir = dir
if (advance):
if (dir.dot(lv) < max_speed):
lv += dir*accel*delta
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deaccel_dir = dir.cross(g).normalized()
else:
if (prev_advance):
rot_dir = 1 # randf()*2.0 - 1.0
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dir = Matrix3(up, rot_dir*rot_speed*delta).xform(dir)
get_node("Armature").set_transform(Transform().looking_at(-dir, up))
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var dspeed = deaccel_dir.dot(lv)
dspeed -= deaccel*delta
if (dspeed < 0):
dspeed = 0
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lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed
state.set_linear_velocity(lv)
prev_advance = advance
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func _die():
queue_free()