coyote hunt
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@@ -0,0 +1,11 @@
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extends "res://events/moved/Moved.gd"
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# Event Handler for Character Moving
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func _arrived(character): # at next
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var next = character.get_next()
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return next && character.reached_next()
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func _reached(character): # at current dot
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var cd = character.get_current_dot()
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return cd && character.reached_current_dot()
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://events/moved/Char.gd" type="Script" id=1]
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[node name="Moved" type="Node"]
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script = ExtResource( 1 )
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@@ -0,0 +1,51 @@
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extends Node
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# Event Handler for Moving
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# Variable
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var topic = "moved"
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var positions = []
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func _arrived(_character):
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return false
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# are positions the same?
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func compare_pos():
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var p1 = positions[0]
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for p in positions:
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if p != p1:
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return false # moving
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return true # not moving
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func _reached(_character):
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return false
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func track_pos(new_pos):
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positions.append(new_pos)
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if len(positions) > 50:
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positions.pop_front()
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# Handle
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func handle(character):
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var current_pos = character.get_gpos()
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track_pos(current_pos)
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if _arrived(character):
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character.think("Moved/Arrived")
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character.emit_signal("arrived")
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return
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elif _reached(character):
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character.think("Moved/Reached Dot")
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character.emit_signal("reached")
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return
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elif compare_pos():
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character.think("Moved/Not Moving")
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character.emit_signal("not_moving")
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return
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#elif character.get_internal_velocity() != Vector2(0.0,0.0) and character.get_velocity() != character.get_internal_velocity():
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# var sdfoia = character.get_internal_velocity()
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# var posjk = character.get_velocity()
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# character.think("Moved/Wrong Directiaon")
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# character.emit_signal("wrong_direction")
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else:
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return
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