Files
fishy-fingers/assets/scripts/blahaj.gd

67 lines
2.0 KiB
GDScript

extends Sprite2D
var nearest_fish: Area2D
var last_eat = Time.get_ticks_msec()
var flip_timer: float = 0.0
var flip_delay: float = 0.15
var current_direction: Vector2 = Vector2.ZERO
func _process(delta: float) -> void:
if get_parent().get_meta("is_original", false):
return
var min_dist: float = INF
nearest_fish = null
for fish in get_node("/root/Main/fish_parent").get_children():
if not is_instance_of(fish, Area2D):
continue
var dist = global_position.distance_to(fish.global_position)
if dist < min_dist:
min_dist = dist
nearest_fish = fish
if not is_instance_valid(nearest_fish):
return
var chase = (nearest_fish.global_position - global_position).normalized()
var separation = Vector2.ZERO
for blahaj in get_node("/root/Main").get_children():
if blahaj == get_parent():
continue
if not blahaj.is_in_group("blahaj"):
continue
var diff = get_parent().global_position - blahaj.global_position
var dist = diff.length()
if dist < 100.0 and dist > 0.0:
separation += diff.normalized() * (100.0 - dist) / 100.0
# Blend chase and separation, separation weighted more when close
var desired = (chase + separation * 2.0).normalized()
# Smoothly steer current_direction toward desired
current_direction = current_direction.lerp(desired, 8.0 * delta).normalized()
var speed = Globals.BLAHAJ_SPEED
if separation.length() > 0.5:
speed *= 2.5
get_parent().position += current_direction * speed * delta
get_parent().rotation = 0.0
var target_scale_x = -1 if current_direction.x < 0 else 1
if target_scale_x != get_parent().scale.x:
flip_timer += delta
if flip_timer >= flip_delay:
get_parent().scale.x = target_scale_x
flip_timer = 0.0
else:
flip_timer = 0.0
if not Time.get_ticks_msec() - last_eat >= 500:
return
last_eat = Time.get_ticks_msec()
for area: Area2D in get_parent().get_overlapping_areas():
if area.is_in_group("fish"):
Globals.coins += (1 + Globals.sell_cost_upgrades)
Globals.fish_per_second += 1
area.queue_free()