ft: prey collision

This commit is contained in:
2025-12-20 00:03:13 +01:00
parent a5055a523f
commit 1a532a5afb
16 changed files with 66 additions and 135 deletions

View File

@@ -1,37 +1,41 @@
extends AbstractPrey
extends AbstractPrey2D
@onready var sprite = get_node("AnimatedSprite2D")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$AnimatedSprite2D.animation = "Healthy"
$AnimatedSprite2D.play()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
return
func _physics_process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
func move(destination: Vector3) -> void:
self.position += Vector2(destination.x, destination.y) # stub
move_and_collide(Vector2(destination.x, destination.y))
func die() -> void:
sprite.play("Dying")
super.die()
func _on_rigid_body_2d_body_entered(body: Node) -> void:
func _on_area_2d_body_entered(body: Node2D) -> void:
# TODO: collision with other entities
# check if colision with player
print("we collidin")
if body.is_in_group("player"):
handle_collision_player(body)
else:
self.die()
# Function to handle collision logic
func handle_collision_player(player):
print("Collision!")
self.health -= player.str
self.health -= player.damage
if sprite:
if self.health <= 0:
self.die()
else:
sprite.play("injured")
sprite.play("Injured")