enemies now get squashed by rocks

This commit is contained in:
pennyrigate 2023-01-09 21:50:02 -05:00
parent 416982d88e
commit 2cb646ce32
14 changed files with 110 additions and 28 deletions

View file

@ -5,18 +5,38 @@ export var left_up_boundry = 0.0
export var right_down_boundry = 0.0
#Start direction
export var direction = 1
export var speed = 50
export var slower_speed = 50
export var faster_speed = 100
#Move horizontal or vertical
export(int, "Horizontal", "Vertical") var move_direction
export var flip_sprite = true
#Onreadys
onready var startpos = position
onready var sprite = $AnimatedSprite
onready var raycast = $Area2D/RayCast2D
onready var timer = $Timer
var speed = 50
var go_fast = false
func _physics_process(delta):
if move_direction == 0:
move_side_to_side(delta)
else: move_up_and_down(delta)
#Speed up if in raycast
if raycast.get_collider() != null:
if raycast.get_collider().is_in_group("player"):
go_fast = true
timer.set_wait_time(0.5)
timer.start()
#chnage speed depedning on you know
if go_fast:
speed = faster_speed
else:
speed = slower_speed
#flip raycast with sprite
raycast.scale.x = sprite.scale.x
func move_side_to_side(delta):
#Move
@ -39,3 +59,7 @@ func move_up_and_down(delta):
if position.y <= startpos.y + (-left_up_boundry * 8):
direction = 1
if flip_sprite == true: sprite.scale.y = -1
func _on_Timer_timeout():
go_fast = false