bovido/scripts/ball/ball.gd

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class_name Ball
extends CharacterBody2D
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const y_offset = -10
const player_path = "/root/Main/TileMap/Player"
const enemy_path = "/root/Main/TileMap/Enemy"
signal notify_enemy(ball_target: Vector2i)
var speed = 100
var target = Vector2.ZERO
@onready var tile_map: TileMap = get_parent()
func _ready():
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target.y += y_offset
connect_player()
connect_enemy()
func _physics_process(delta):
position = position.move_toward(target, delta * speed)
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func update_target(new_target: Vector2i):
target = tile_map.map_to_local(new_target) + Vector2(0, y_offset)
# Debug
tile_map.reset_and_set_target_cell(new_target)
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func _on_player_hit_ball():
var new_target: Vector2i = tile_map.get_random_top_cell()
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update_target(new_target)
notify_enemy.emit(new_target)
func _on_enemy_hit_ball():
var new_target: Vector2i = tile_map.get_random_bottom_cell()
update_target(new_target)
notify_enemy.emit(new_target)
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func connect_player():
var player = get_node(player_path)
assert(player)
player.hit_ball.connect(_on_player_hit_ball)
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func connect_enemy():
var enemy = get_node(enemy_path)
assert(enemy)
enemy.hit_ball.connect(_on_enemy_hit_ball)