74 lines
1.7 KiB
GDScript
74 lines
1.7 KiB
GDScript
class_name PoliceCar
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extends CharacterBody3D
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const FRAME_IDXS := 10
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@export var dot_curve: Curve
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@export var max_speed := 8.
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@export var health := 10.
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@export var knockback_mul := 1.
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@export var invulnerable := false
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var frame_idx := 0
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var frame_count := 0
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var knockback := Vector3.ZERO
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var default_movement := true
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var stunned := false
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func set_rotation_to_velocity() -> void:
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rotation.y = Vector2(velocity.x, -velocity.z).angle()
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func exp_lerp(a: Variant, b: Variant, decay: float, dt: float) -> Variant:
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return lerp(a, b, 1 - exp(-decay * dt))
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func _ready() -> void:
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frame_idx = randi() % FRAME_IDXS
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func _update_nav_agent() -> void:
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%NavAgent.target_position = Player.instance.global_position
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func _process_movement(delta: float) -> void:
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var dir := global_position.direction_to(%NavAgent.get_next_path_position())
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dir.y = 0
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var dot := dir.dot(velocity.normalized())
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var dot_power := dot_curve.sample(dot)
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velocity += dir * 8. * delta * dot_power
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velocity = velocity.limit_length(max_speed)
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func _process(delta: float) -> void:
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if not default_movement: return
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if stunned: return
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frame_count = (frame_count + 1) % FRAME_IDXS
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if frame_count == frame_idx:
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_update_nav_agent()
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if knockback.length() < 0.1:
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_process_movement(delta)
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set_rotation_to_velocity()
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position.y = 0.01
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else:
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velocity = knockback
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knockback = exp_lerp(knockback, Vector3.ZERO, 15., delta)
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move_and_slide()
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func hit(proj: Node3D, damage: float) -> bool:
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if invulnerable: return true
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health -= damage
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if health <= 0:
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queue_free()
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else:
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if proj is PlayerProjectile:
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knockback = proj.velocity * 2. * knockback_mul * proj.knockback_mul
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return true
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func _on_hurtbox_body_entered(body: Node3D) -> void:
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if body is Player:
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body.damage(self)
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