54 lines
1.6 KiB
GDScript
54 lines
1.6 KiB
GDScript
## enemy.gd
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# Enemy character script. Each turn, chases the player one tile using pathfinding.
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class_name Enemy
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extends Character
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# Movement speed in pixels per second.
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const SPEED: float = 200.0
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# Distance threshold for snapping to a tile (prevents jitter).
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const ARRIVAL_THRESHOLD: float = 4.0
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# Reference to the player — set by LevelManager after spawning.
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var _player: Player
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# True while animating toward _move_target.
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var _is_moving: bool = false
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# World position of the tile this enemy is stepping toward.
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var _move_target: Vector2 = Vector2.ZERO
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# Called by TurnManager. Pathfinds to the player and steps one tile closer.
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func take_turn() -> void:
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var my_tile := LevelManager.world_to_tile(position)
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var player_tile := LevelManager.world_to_tile(_player.position)
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var path := LevelManager.find_path(my_tile, player_tile)
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# path[0] is own tile; path[-1] is the player's tile (don't step there).
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if path.size() < 2:
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turn_finished.emit()
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return
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# Stop one tile away from the player — don't overlap.
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if path.size() == 2:
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turn_finished.emit()
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return
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_move_target = LevelManager.tile_to_world(path[1])
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_is_moving = true
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# Glides toward _move_target each frame. Emits turn_finished on arrival.
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func _physics_process(_delta: float) -> void:
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if not _is_moving:
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velocity = Vector2.ZERO
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move_and_slide()
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return
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var to_target: Vector2 = _move_target - position
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if to_target.length() < ARRIVAL_THRESHOLD:
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position = _move_target
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velocity = Vector2.ZERO
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move_and_slide()
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_is_moving = false
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turn_finished.emit()
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else:
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velocity = to_target.normalized() * SPEED
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move_and_slide()
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