extends KinematicBody2D class_name Slime export var weight := 8 export var max_speed = 48 * 5 # ~3 tiles/sec at top speed export var friction = 2000 export var speed = 80 var target_player = null var navigation: Navigation2D = null var nav_path: PoolVector2Array = [] var target_position = null remotesync var velocity = Vector2.ZERO remotesync var acceleration = Vector2.ZERO enum { IDLE, WANDER, CHASE, ATTACK } var state = IDLE onready var nav_line = $nav_line func _ready(): rset_config("position", MultiplayerAPI.RPC_MODE_SLAVE) func _draw(): pass func _physics_process(delta): nav_path = navigation.get_simple_path(position, target_player.position) if not nav_path.empty() and (position - target_player.position).length() > (128 + 64): if (nav_path[0] - position).length() < 5: target_position = nav_path[1] else: target_position = nav_path[0] else: target_position = null nav_line.points = [] for p in nav_path: nav_line.points.append(p - position) # print(position, path, target_position, target_player) match state: IDLE: if target_position != null: state = CHASE else: rset_unreliable("acceleration", Vector2.ZERO) WANDER: pass CHASE: if target_position == null: state = IDLE else: rset_unreliable("acceleration", (target_position - position).normalized() * speed) ATTACK: pass rset("velocity", move_and_slide((velocity + acceleration).clamped(max_speed), Vector2.ZERO, false, 4, 0.785398, false).move_toward(Vector2.ZERO, friction * delta)) if velocity.x < 1: $sprite.flip_h = true elif velocity.x > 1: $sprite.flip_h = false if is_network_master(): rset_unreliable("position", position) func seek_player(): pass func _on_hurtbox_die(_a, _b): print("slime die") rpc("die") remotesync func die(): queue_free() func _on_hurtbox_hit(): print("slime hit")