moved direction change logic to game-controller
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@@ -1,19 +1,12 @@
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extends RigidBody2D
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class_name Enemy extends RigidBody2D
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var direction = 1
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# there is probably a better built-in to use here
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@export var direction:int = 1
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const SPEED = 1
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# signal triggerEdge(body, intentMessage)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _process(delta):
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func _process(_delta):
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var x = get_transform().get_origin().x
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# not sure why rigid body doesn't see wall hardcoded walls
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if x < 0 or x > 300:
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# triggerEdge.emit(body, )
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direction *= -1 # switch direction
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move_local_x(SPEED * direction)
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@@ -1,14 +1,23 @@
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extends Node2D
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var game_node = null
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# Called when the node enters the scene tree for the first time.
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func _ready():
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get_window().grab_focus() # Replace with function body.
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game_node = get_tree().root.get_child(0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_area_2d_trigger_active_signal(body, intentMessage):
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print("game controller received trigger")
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#if intentMessage == "destroy" and not body is Player:
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#body.queue_free()
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func _process(_delta):
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# detect when one enemy goes too far
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var change_dir = false
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for child in game_node.get_children():
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if child is RigidBody2D:
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var x = child.transform.get_origin().x
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if x < 0 or x > 300: # not using collision detection properly
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change_dir = true
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break
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# change directions of all enemies
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if change_dir:
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for child in game_node.get_children():
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if child is RigidBody2D:
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child.mydirection *= -1
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