82 lines
2.7 KiB
GDScript
82 lines
2.7 KiB
GDScript
extends KinematicBody
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export (PackedScene) var Bullet = preload("res://Objects/Bullet/Bullet.tscn")
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## Timer vars
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#Bullets
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var _bullettimer = null
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var bullettime = null
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var bulletrandomnum = RandomNumberGenerator.new()
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#Walking
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var _walkingtimer = null
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var walkingtime = null
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var walkingrandomnum = RandomNumberGenerator.new()
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var ablewalk = 0
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var speed = 10
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var gravity = 100
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var velocity = Vector3.ZERO
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var angular_acceleration = 7 # How fast the tank rotates
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onready var player = get_node("/root/Spatial/PlayerTank")
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func _ready():
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##For bullet timer
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_bullettimer = Timer.new()
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add_child(_bullettimer)
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bulletrandomnum.randomize()
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bullettime = bulletrandomnum.randf_range(1.0, 5.0)
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_bullettimer.connect("timeout", self, "_bullet_fire")
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_bullettimer.set_wait_time(bullettime)
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_bullettimer.set_one_shot(false) # Make sure it loops
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_bullettimer.start()
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##For walking timer
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_walkingtimer = Timer.new()
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add_child(_walkingtimer)
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walkingrandomnum.randomize()
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walkingtime = walkingrandomnum.randf_range(1.0, 10.0)
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_walkingtimer.connect("timeout", self, "_walk_towards_player_timer")
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_walkingtimer.set_wait_time(walkingtime)
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_walkingtimer.set_one_shot(false) # Make sure it loops
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_walkingtimer.start()
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func _physics_process(delta):
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velocity = Vector3.ZERO
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if ablewalk == 1:
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_walk_towards_player()
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$CollisionShapeBottom.rotation.y = lerp_angle($CollisionShapeBottom.rotation.y, atan2(velocity.x, velocity.z), delta * angular_acceleration)
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_look_at_player()
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func _bullet_fire():
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if player != null:
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var b = Bullet.instance()
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owner.add_child(b)
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b.transform = $CollisionShapeTop/Top_tank/BulletGenerator.global_transform
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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bulletrandomnum.randomize()
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bullettime = bulletrandomnum.randf_range(1.0, 5.0)
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_bullettimer.set_wait_time(bullettime)
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func _walk_towards_player():
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if player != null: # Makes sure player is not an empty variable (not equal to nill/null)
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if Global.playerdead == 0:
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velocity = (player.transform.origin - transform.origin).normalized() * speed # make velocity direction equal to player direction
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velocity = move_and_slide(velocity) # Move AI towards player
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func _look_at_player():
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if player != null:
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if Global.playerdead == 0:
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$CollisionShapeTop.look_at(Vector3(player.global_transform.origin.x, global_transform.origin.y, player.global_transform.origin.z), Vector3(0,1,0)) # Look at player
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func _walk_towards_player_timer():
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walkingrandomnum.randomize()
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walkingtime = walkingrandomnum.randf_range(1.0, 10.0)
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_walkingtimer.set_wait_time(walkingtime)
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if ablewalk == 1:
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ablewalk = 0
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else:
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if ablewalk == 0:
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ablewalk = 1
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else:
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print("I guess randomized walking might have broke...")
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