Turret shoots, can loose player
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162a5b485e
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@ -6,7 +6,9 @@ extends KinematicBody2D
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onready var sightline: RayCast2D = $RayCast2D
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onready var turret_state_machine = $TurretStateMachine
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onready var lock_on_timer = $LockOnTimer
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onready var sight_lost_timer = $SightLostTimer
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onready var turret_animation = $AnimationPlayer.get_animation("Turret Rotation")
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onready var Bullet = preload("res://src/HarmfulObjects/Bullet.tscn")
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# Derives the freedom from the number of bald head eagles
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onready var angle_of_freedom = deg2rad(
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turret_animation.track_get_key_value(
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@ -36,6 +38,7 @@ func searching():
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prey = collider
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# TODO should this stand still?
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func start_locking():
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target_ray = RayCast2D.new()
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add_child(target_ray)
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@ -51,8 +54,8 @@ func is_locked_on_target():
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return lock_on_timer.is_stopped()
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# TODO simplify/split this method
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func shooting():
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target_ray.cast_to = to_local(prey.position)
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var target_angle = target_ray.cast_to.angle_to(sightline.cast_to)
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var rotation_speed = max(
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min_rotation_speed, abs(target_angle / rotation_speed_divider)
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@ -68,4 +71,26 @@ func shooting():
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# The collider returns not the area or body it hit, but the parent of them
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var collider = sightline.get_collider()
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if collider.is_in_group("player"):
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prey = collider
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sight_lost_timer.stop()
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target_ray.cast_to = to_local(prey.position)
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else:
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if (
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sight_lost_timer.get_time_left() < 0.1
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&& sight_lost_timer.get_time_left() > 0
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):
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prey = null
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target_ray.queue_free()
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return
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if sight_lost_timer.is_stopped():
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sight_lost_timer.start()
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else:
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target_ray.cast_to = to_local(prey.position)
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spawn_projectile()
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func spawn_projectile():
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var b = Bullet.instance()
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owner.add_child(b)
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b.set_collision_mask_bit(1, false)
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b.transform = $Muzzle.global_transform
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@ -42,6 +42,7 @@ shape = SubResource( 1 )
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[node name="RayCast2D" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 0, 1e+07 )
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collision_mask = 59
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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pause_mode = 2
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@ -63,4 +64,12 @@ align = 1
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valign = 1
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[node name="LockOnTimer" type="Timer" parent="."]
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wait_time = 0.633
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one_shot = true
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[node name="Muzzle" type="Position2D" parent="."]
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position = Vector2( 0, 39 )
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[node name="SightLostTimer" type="Timer" parent="."]
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wait_time = 3.33
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one_shot = true
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@ -55,6 +55,8 @@ func _get_transition(_delta):
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if parent.prey != null && self.state == "searching":
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parent.start_locking()
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new_state = "locking"
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if parent.prey == null && self.state == "shooting":
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new_state = "searching"
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if self.state == "locking" && parent.is_locked_on_target():
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new_state = "shooting"
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if new_state != self.state:
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@ -11,7 +11,7 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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position.x += 30 * delta
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position += transform.y * 500 * delta
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func _on_Bullet_body_entered(_body: Node) -> void:
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@ -7,7 +7,6 @@
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extents = Vector2( 1.51498, 5.05697 )
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[node name="Bullet" type="Area2D" groups=["harmful"]]
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rotation = 1.5708
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collision_layer = 64
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collision_mask = 59
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script = ExtResource( 2 )
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