blob: 09456fb030152325bff2b94b0cf47a0338a2f2c0 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
|
extends KinematicBody
export var rot_chance = 5.0
export var rot_range = PI / 4.0
export var rot_speed = 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 squack_chance = 5.0
export var peck_chance = 5.0
onready var anim = $AnimationTree
func roll_die(chance):
return (randf() * 100) <= chance
func _physics_process(delta):
match anim.wings.get_current_node():
"IDLE":
if roll_die(flap_chance):
anim.wings.travel("FLAP")
"FLAP":
pass
match anim.state.get_current_node():
"IDLE":
state_idle(delta)
"MOVING":
state_moving(delta)
"SQUACK":
pass
"PECK":
pass
func state_idle(delta):
if !$SmoothRotation.is_active():
if roll_die(rot_chance):
var ang = (randf() - 0.5) * rot_range
$SmoothRotation.rotate_y(ang, rot_speed)
elif roll_die(mov_chance):
anim.state.travel("MOVING")
var local_forward = -transform.basis.z.normalized()
var dist = lerp(mov_length_min, mov_length_max, randf())
var mov = local_forward * dist
mov_velocity = mov.normalized() * mov_speed
mov_target = transform.origin + mov
mov_steps = (dist / mov_speed) / delta
elif roll_die(squack_chance):
anim.state.travel("SQUACK")
elif roll_die(peck_chance):
anim.state.travel("PECK")
var mov_velocity = Vector3.ZERO
var mov_target = Vector3.ZERO
var mov_steps = 0.0
func state_moving(_delta):
if mov_steps <= 0.0:
anim.state.travel("IDLE")
return
var _vmp = move_and_slide(mov_velocity, Vector3.UP)
for index in range(get_slide_count()):
var collision = get_slide_collision(index)
if collision.collider.name == "Fence":
mov_steps = 0.0
$SmoothRotation.rotate_y((-transform.basis.z.normalized()).signed_angle_to(collision.normal,Vector3.UP),rot_speed)
mov_steps -= 1.0
if mov_steps < 1.0:
mov_velocity *= mov_steps
|