Cleanup ball
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@ -1,26 +1,41 @@
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class_name Ball
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class_name Ball
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extends CharacterBody2D
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extends CharacterBody2D
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signal notify_enemy
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const y_offset = -10
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const Y_OFFSET = -10
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const player_path = "/root/Main/TileMap/Player"
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const enemy_path = "/root/Main/TileMap/Enemy"
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signal notify_enemy(new_target)
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var speed = 100
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var speed = 100
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var target = Vector2.ZERO
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var target = Vector2.ZERO
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@onready var tile_map: TileMap = get_parent()
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@onready var tile_map: TileMap = get_parent()
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func _ready():
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func _ready():
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target.y += Y_OFFSET
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target.y += y_offset
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var player = get_node("/root/Main/TileMap/Player")
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connect_player()
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assert(player)
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connect_enemy()
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player.hit_ball.connect(_on_player_hit_ball)
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func _physics_process(delta):
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func _physics_process(delta):
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position = position.move_toward(target, delta * speed)
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position = position.move_toward(target, delta * speed)
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func _on_player_hit_ball():
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func update_target(new_target: Vector2i):
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var rand_cell: Vector2i = tile_map.get_random_top_cell()
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target = tile_map.map_to_local(new_target) + Vector2(0, y_offset)
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tile_map.reset_and_set_target_cell(rand_cell)
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# Debug
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target = tile_map.map_to_local(rand_cell) + Vector2(0, Y_OFFSET)
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tile_map.reset_and_set_target_cell(new_target)
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notify_enemy.emit()
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func aim_to_bottom() -> bool:
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func _on_player_hit_ball():
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return tile_map.is_in_bottom_area(target)
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var new_target = tile_map.get_random_top_cell()
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update_target(new_target)
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notify_enemy.emit(new_target)
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func _on_enemy_hit_ball():
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update_target(tile_map.get_random_bottom_cell())
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func connect_player():
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var player = get_node(player_path)
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assert(player)
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player.hit_ball.connect(_on_player_hit_ball)
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func connect_enemy():
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var enemy = get_node(enemy_path)
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assert(enemy)
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enemy.hit_ball.connect(_on_enemy_hit_ball)
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