Reputation: 61
what is happening is that my "enemy" is not following the "player", when my player enters the detection area the "enemy" continues straight ahead (to the left).
thank you, if you understand something or need more information let me know
enemy code:
const EnemyDeathEffect = preload("res://Bots/EnemyDeathEffect.tscn")
export var MAX_SPEED = 60
export var ACCELERATION= 25
export var FRICTION = 700
enum {
IDLE,
WANDER,
CHASE
}
var velocity = Vector2.ZERO
var knockback = Vector2.ZERO
var state = CHASE
var path: PoolVector2Array
onready var sprite = $AnimatedSprite
onready var stats = $Stats
onready var playerDetectionZone = $PlayerDetectionZone
func _physics_process(delta):
knockback = knockback.move_toward(Vector2.ZERO, FRICTION * delta)
knockback = move_and_slide(knockback)
match state:
IDLE:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
seek_player()
WANDER:
pass
CHASE:
var player = playerDetectionZone.player
if player != null:
var direction = (player.position - global_position).normalized()
velocity = velocity.move_toward(direction * MAX_SPEED , ACCELERATION * delta)
print(direction)
else:
state = IDLE
sprite.flip_h = velocity.x > 0
velocity = move_and_slide(velocity)
func seek_player():
if playerDetectionZone.can_see_player():
state = CHASE
func _on_Hurtbox_area_entered(area):
stats.health -= area.damage
knockback = area.knockback_vector * 100
func _on_Stats_no_health():
queue_free()
var enemyDeathEffect = EnemyDeathEffect.instance()
get_parent().add_child(enemyDeathEffect)
enemyDeathEffect.global_position = global_position
Upvotes: 2
Views: 1829
Reputation: 40170
I only possible culprit I see is this line:
var direction = (player.position - global_position).normalized()
Here player.position
is in its parent local coordinates, while global_position
as the name says is in global coordinates. You want this instead:
var direction = (player.global_position - global_position).normalized()
I see this is the way you have on the linked image.
Or if you prefer:
var direction = global_position.direction_to(player.global_position)
Aside from that, it could be that it is changing direction too slowly. Which - given the code - is the same as saying that the ACCELERATION
is low, but that is for you to tweak.
I guess it is worth debugging that playerDetectionZone
is getting the player, and the CHASE
is working correctly.
Common approaches include using a breakpoint
, or print
. You already have a print
for direction
. Try also printing player
to check the enemy is chasing what you expect it to chase.
For this particular case I also suggest to go to the run the project from the editor, and then go to the Scene panel on the Remote tab, and select the enemy. That would allow you to the properties of the enemy on real time on the Inspector. You should see the state
change to CHASE
(which would have the value 2
), and velocity
should also steadily change.
Enabling "Visible Collision Shapes" form the debug menu may also help debugging.
If it is not working, double check the playerDetectionZone
has monitoring
enabled. Also check that the collision_mask
of the playerDetectionZone
and the collision_layer
of the player
are correct.
Upvotes: 2