project_teddy/scripts/AI.gd

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GDScript3
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extends CharacterBody3D
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const SPEED = 3.0
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const JUMP_VELOCITY = 4.5
var bullettimer = 50
var bulletshot = false
var bulletrandom
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var player
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@export var Bullet = preload("res://objects/Bullet/Bullet.tscn")
func _physics_process(delta):
if Global.selfTeddy:
player = get_node(Global.selfTeddy)
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# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
if player and Global.playerAlive:
bullettimer = bullettimer - 10 * delta
if bullettimer < 0 and bulletshot == false:
bulletshot = true
var b = Bullet.instantiate()
owner.add_child(b)
b.transform = $CollisionShape3D/Neck/BulletGenerator.global_transform
b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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$sound.stream = load("res://sounds/pistol_shoot.wav")
$sound.play()
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elif bulletshot == true:
bulletshot = false
bulletrandom = randf_range(1.0, 50.0)
bullettimer = bulletrandom
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velocity = (player.transform.origin - transform.origin).normalized() * SPEED
$CollisionShape3D.look_at(Vector3(player.global_transform.origin.x, global_transform.origin.y, player.global_transform.origin.z), Vector3(0,1,0))
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move_and_slide()