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extends KinematicBody
export var rot_chance = 5.0
export var rot_range = PI / 4.0
export var mov_chance = 5.0
export var mov_speed = 1.0
export var mov_length_min = 1.0
export var mov_length_max = 5.0
export var flap_chance = 5.0
export var squak_chance = 5.0
export var peck_chance = 5.0
onready var anim = $AnimationTree
func roll_die(chance):
return (randf() * 100) <= chance
func _physics_process(delta):
match anim.wings.get_current_node():
"IDLE":
if roll_die(flap_chance):
anim.wings.travel("FLAP")
"FLAP":
pass
match anim.state.get_current_node():
"IDLE":
state_idle(delta)
"MOVING":
state_moving(delta)
"SQUACK":
pass
"PECK":
pass
func state_idle(delta):
if roll_die(rot_chance):
var ang = randf() * rot_range
rotate(Vector3.UP, ang)
if roll_die(mov_chance):
anim.state.travel("MOVING")
var dist = lerp(mov_length_min, mov_length_max, randf())
mov_lerp_pos = 0.0
mov_lerp_step = (mov_speed * delta) / dist
var rotation = Transform(self.rotation, Vector3.ZERO)
var forward = rotation * Vector3.FORWARD
mov_lerp_start = translation
mov_lerp_target = translation + (forward * dist)
elif roll_die(squak_chance):
anim.state.travel("SQUACK")
elif roll_die(peck_chance):
anim.state.travel("PECK")
var mov_lerp_start = Vector3.ZERO
var mov_lerp_target = Vector3.ZERO
var mov_lerp_step = 0.0
var mov_lerp_pos = 0.0
func state_moving(_delta):
if mov_lerp_pos >= 1.0:
anim.state.travel("IDLE")
return
mov_lerp_pos += mov_lerp_step
mov_lerp_pos = min(mov_lerp_pos, 1.0)
var pos = lerp(mov_lerp_start, mov_lerp_target, mov_lerp_pos)
pos = move_and_slide(pos - translation, Vector3.UP)
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