I'm not sure how to set up constraints like these which have to look in both directions, and would appreciate any advice?Īlthough I work in Godot, an engine-neutral explanation of the technique would suffice.Īssuming you are interested in having an enemy that behaves roughly like the Chain Chomp from Mario, rather than one that respects real-world rope physics, I can think of an approach that might work for you. I'm guessing all intermediate segments would be doubly constrained by both of their neighbor segments, and the head itself would also have to be constrained by its neighbor segment, even though I'd be coding movement for it. I then want to code movement of the head, but for everything to be constrained. Now I want to create a similar enemy also composed of segments, but whose final segment is a kind of base, rooted to one position. Segment.global_position += vector_to_target * error * 0.30 Var vector_to_target = (_position - segment.global_position).normalized() # move segment a percentage of the error toward its target segment Var distance = segment.global_position.distance_to(_position) # get actual distance between segment and its target The GDScript code looks like this: for segment in : I get the difference between the actual distances between the segments and the desired distance, and correct that error 30% per frame. I get the segments to follow the head by constraining each segment's position relative to the segment in front of it. Following up on this question, I have created a snakelike enemy which consists of a head followed by segments.
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