ai adaptation

This commit is contained in:
Jonas Mucke
2020-04-20 13:15:24 +02:00
parent b8b026d063
commit 3ec908f6c3
12 changed files with 399 additions and 93 deletions

View File

@@ -4,7 +4,7 @@ class_name Player
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
var rollvector := Vector2.ZERO
var rollvector := Vector2(-1,0)
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
@@ -77,7 +77,7 @@ func _physics_process(delta):
elif movementState == moveState.IDLE:
movement_idle()
else:
movement_run(Vector2(0,0), delta)
movement_run(Vector2.ZERO, delta)
makeMove(delta)
move()
$"Effects/HealEffect".emitting = heal_per_second > 0
@@ -148,9 +148,11 @@ func movement_hit():
func hit_finished():
grid._update_grid()
movementState = moveState.IDLE
ai_movement_state = STEP
ExecutionState = EXECUTING
actionFieldUsed = false
func movement_roll():
@@ -179,15 +181,19 @@ func _on_Hurtbox_area_entered(area):
if area.damage > 0:
damage_per_second += area.damage
pass
else:
heal_per_second += abs(area.damage)
pass
func _on_Hurtbox_area_exited(area):
if area.damage > 0:
damage_per_second -= area.damage
pass
else:
heal_per_second -= abs(area.damage)
pass
func _on_Stats_no_health():