more finalboss workd

This commit is contained in:
Haze Weathers 2024-02-04 21:57:28 -05:00
parent 63b24cb614
commit 5b520f0a46
5 changed files with 87 additions and 26 deletions

View file

@ -1,7 +1,7 @@
extends Node2D
extends KinematicBody2D
enum State {STAND, FORWARD, BACK, DUCK, BEAM, DEAD}
enum State {DEAD, STAND, FORWARD, BACK, DUCK, BEAM}
const Bullet = preload("res://objects/enemy/2600_bullet.tscn")
const SmallExplosion = preload("res://objects/enemy/boss/2600_small_explosion.tscn")
@ -17,6 +17,7 @@ export var famira_path: NodePath
var state: int = State.STAND
var knockback: float = 0.0
onready var bullet_positions = $"%BulletPositions"
@ -42,9 +43,11 @@ func _physics_process(delta: float) -> void:
if not Input.is_action_pressed("move_down") and anims.current_animation.empty():
anims.play("UnDuck")
State.FORWARD:
position.x += move_speed * delta
move_and_slide(Vector2(move_speed, 0.0))
State.BACK:
position.x -= move_speed * delta
move_and_slide(Vector2(-move_speed, 0.0))
move_and_slide(Vector2(-knockback, 0.0))
knockback *= pow(0.1, delta)
func _input(event: InputEvent) -> void:
@ -80,6 +83,10 @@ func hurt(amount: float, can_duck: bool = false) -> void:
anims.play("die")
func knock_back(amount: float) -> void:
knockback += amount
func _play_laser_sound(play: bool):
var famira = get_node(famira_path)
if play: