going/project/objects/wall_enemy.tscn
2025-06-02 17:17:49 +02:00

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[gd_scene load_steps=5 format=3 uid="uid://cdmksnsttot3j"]
[ext_resource type="PackedScene" uid="uid://b8eifjm0egbxt" path="res://models/enemies/boulderdash.blend" id="1_qh23h"]
[sub_resource type="GDScript" id="GDScript_j6w7d"]
script/source = "extends CharacterBody3D
@export var speed : float = 10.0
@export var target_distance : float = 5.0
@export var detect_distance : float = 100.0
@export var max_home_distance : float = 50.0
@onready var player := $\"../Player\"
@onready var last_velocity : Vector3 = player.velocity
@onready var direction := 1.0 if randi() % 2 == 0 else -1.0
@onready var home := global_position
var homing : bool = true
func _process(_delta : float):
if homing || global_position.distance_squared_to(home) > max_home_distance * max_home_distance:
self.homing = true
self.process_homing()
elif player.global_position.distance_squared_to(global_position) > detect_distance * detect_distance:
self.homing = true
elif player.velocity.normalized().dot(global_position - player.global_position) > -10.0:
self.process_ahead()
else:
self.process_behind()
func process_homing():
if player.global_position.distance_squared_to(global_position) < detect_distance * detect_distance:
self.homing = false
else:
self.velocity = (Vector3(home.x, global_position.y, home.z) - global_position).normalized() * speed
func process_ahead():
var target : Vector3 = player.global_position + last_velocity
target.y = self.global_position.y
var forward : Vector3 = player.velocity.normalized()
if player.global_position.distance_squared_to(self.global_position) < target_distance * target_distance or abs((player.global_position - global_position).dot(forward.cross(Vector3.UP))) <= 0.1:
self.velocity = Vector3()
return
if !forward.is_zero_approx() and false:
last_velocity = player.velocity
forward.y = 0.0
forward = forward.normalized()
self.global_basis = Basis(Vector3.UP.cross(forward), Vector3.UP, forward)
self.velocity = (target - self.global_position).normalized() * speed
func process_behind():
pass
var diff : Vector3 = player.global_position - global_position
var forward := diff.normalized()
var left := Vector3.UP.cross(forward)
self.velocity = forward + left * direction * min(10.0, diff.length())
# self.look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z))
func _physics_process(_delta : float):
self.velocity += Vector3(0, -0.25, 0)
self.move_and_slide()
"
[sub_resource type="SphereShape3D" id="SphereShape3D_j6w7d"]
radius = 1.4143
[sub_resource type="BoxShape3D" id="BoxShape3D_j6w7d"]
size = Vector3(5.79102, 3.86325, 2.76758)
[node name="WallEnemy" type="CharacterBody3D"]
collision_layer = 2
floor_snap_length = 10.0
script = SubResource("GDScript_j6w7d")
target_distance = 4.0
detect_distance = 20.0
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.37512, 0)
shape = SubResource("SphereShape3D_j6w7d")
[node name="AnimatableBody3D" type="AnimatableBody3D" parent="."]
collision_layer = 2
collision_mask = 0
sync_to_physics = false
[node name="CollisionShape3D2" type="CollisionShape3D" parent="AnimatableBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.29157, 0)
shape = SubResource("BoxShape3D_j6w7d")
[node name="boulderdash" parent="." instance=ExtResource("1_qh23h")]