virtualx-engine/demos/3d/platformer/enemy.gd
Rémi Verschelde 8639cecf4c Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00

78 lines
1.8 KiB
GDScript

extends RigidBody
# member variables
const STATE_WALKING = 0
const STATE_DYING = 1
var prev_advance = false
var deaccel = 20.0
var accel = 5
var max_speed = 2
var rot_dir = 4
var rot_speed = 1
var dying = false
func _integrate_forces(state):
var delta = state.get_step()
var lv = state.get_linear_velocity()
var g = state.get_total_gravity()
lv += g*delta # apply gravity
var up = -g.normalized()
if (dying):
state.set_linear_velocity(lv)
return
for i in range(state.get_contact_count()):
var cc = state.get_contact_collider_object(i)
var dp = state.get_contact_local_normal(i)
if (cc):
if (cc extends preload("res://bullet.gd") and not cc.disabled):
set_mode(MODE_RIGID)
dying = true
#lv = s.get_contact_local_normal(i)*400
state.set_angular_velocity(-dp.cross(up).normalized()*33.0)
get_node("AnimationPlayer").play("impact")
get_node("AnimationPlayer").queue("explode")
set_friction(1)
cc.disabled = true
get_node("sound").play("hit")
return
var col_floor = get_node("Armature/ray_floor").is_colliding()
var col_wall = get_node("Armature/ray_wall").is_colliding()
var advance = not col_wall and col_floor
var dir = get_node("Armature").get_transform().basis[2].normalized()
var deaccel_dir = dir
if (advance):
if (dir.dot(lv) < max_speed):
lv += dir*accel*delta
deaccel_dir = dir.cross(g).normalized()
else:
if (prev_advance):
rot_dir = 1 # randf()*2.0 - 1.0
dir = Matrix3(up, rot_dir*rot_speed*delta).xform(dir)
get_node("Armature").set_transform(Transform().looking_at(-dir, up))
var dspeed = deaccel_dir.dot(lv)
dspeed -= deaccel*delta
if (dspeed < 0):
dspeed = 0
lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed
state.set_linear_velocity(lv)
prev_advance = advance
func _die():
queue_free()