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extends StaticBody2D
@onready var sprite_node = $Sprite2D
@onready var util = preload("res://scripts/util.gd")
var defender_range : float
var fire_rate : float
var damage : float
var target : CharacterBody2D
var idle_atlas_coords : Vector2i
var attack_atlas_coords : Vector2i
var _idle_texture : Texture
var _attack_texture : Texture
func _ready() -> void:
_idle_texture = util.get_tile_texture(idle_atlas_coords)
_attack_texture = util.get_tile_texture(attack_atlas_coords)
_idle_state()
func _on_fire_timer_timeout() -> void:
# extending classes override here
pass
func select_target() -> void:
var targets : Array = _find_targets()
# this is all to select the furthest target on the track
var curr : PathFollow2D = null
for i in targets:
if curr == null:
curr = i.get_node("../")
else:
if i.get_parent().get_progress() > curr.get_progress():
curr = i.get_node("../")
_update_state_machine(curr)
func _find_targets() -> Array:
var targets : Array = get_node("Tower").get_overlapping_bodies()
var tmp : Array = []
for i in targets:
if "Crawler" in i.name:
tmp.append(i)
return tmp
func _update_state_machine(curr : PathFollow2D) -> void:
if (curr == null):
target = null
_idle_state()
else:
target = curr.get_child(0)
_attack_state()
func _on_tower_body_entered(_body: Node2D) -> void:
var old_target : CharacterBody2D = target
select_target()
if old_target == null && old_target != target:
$FireTimer.start(fire_rate)
_on_fire_timer_timeout()
func _attack_state():
sprite_node.texture = _attack_texture
func _idle_state():
sprite_node.texture = _idle_texture
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