47 lines
1.3 KiB
GDScript
47 lines
1.3 KiB
GDScript
extends CharacterBody2D;
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@export var speed = 300
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var ac = 7;
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var SpriteTurningSpeed = 5
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@export var FrictionMult = 0
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var player_chase = false;
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var patrolpoint_cur = 0;
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@export var nav: NavigationAgent2D
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var player = null;
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@onready var Player = get_tree().get_first_node_in_group("player")
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@export var patrolpoints: Array[Node2D];
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func _physics_process(delta: float) -> void:
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var direction = Vector2(0,0)
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if (player_chase):
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nav.target_position = player.position;
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else:
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if(patrolpoints[patrolpoint_cur] != null):
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nav.target_position = patrolpoints[patrolpoint_cur].position;
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else:
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nav.target_position = Vector2(0,0)
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direction = nav.get_next_path_position() - global_position;
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direction = direction.normalized();
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velocity = velocity.lerp(direction * speed, ac * delta)
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if velocity.length() > 0.1:
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rotation = rotate_toward(rotation,velocity.angle(),delta*SpriteTurningSpeed)
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if(patrolpoints[patrolpoint_cur] != null):
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if(position.distance_to(patrolpoints[patrolpoint_cur].position) < 10):
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print(patrolpoint_cur)
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patrolpoint_cur += 1
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if(patrolpoint_cur == patrolpoints.size()):
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patrolpoint_cur = 0;
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move_and_slide();
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func _on_dictection_body_entered(body: Node2D) -> void:
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player = body;
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player_chase = true;
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func _on_dictection_body_exited(body: Node2D) -> void:
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player = null;
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player_chase = false;
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