forked from team-sg/hero-mark-2
more finalboss workd
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parent
63b24cb614
commit
5b520f0a46
5 changed files with 87 additions and 26 deletions
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@ -1,7 +1,7 @@
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extends Node2D
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extends KinematicBody2D
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enum State {STAND, FORWARD, BACK, DUCK, BEAM, DEAD}
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enum State {DEAD, STAND, FORWARD, BACK, DUCK, BEAM}
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const Bullet = preload("res://objects/enemy/2600_bullet.tscn")
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const SmallExplosion = preload("res://objects/enemy/boss/2600_small_explosion.tscn")
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@ -17,6 +17,7 @@ export var famira_path: NodePath
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var state: int = State.STAND
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var knockback: float = 0.0
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onready var bullet_positions = $"%BulletPositions"
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@ -42,9 +43,11 @@ func _physics_process(delta: float) -> void:
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if not Input.is_action_pressed("move_down") and anims.current_animation.empty():
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anims.play("UnDuck")
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State.FORWARD:
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position.x += move_speed * delta
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move_and_slide(Vector2(move_speed, 0.0))
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State.BACK:
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position.x -= move_speed * delta
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move_and_slide(Vector2(-move_speed, 0.0))
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move_and_slide(Vector2(-knockback, 0.0))
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knockback *= pow(0.1, delta)
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func _input(event: InputEvent) -> void:
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@ -80,6 +83,10 @@ func hurt(amount: float, can_duck: bool = false) -> void:
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anims.play("die")
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func knock_back(amount: float) -> void:
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knockback += amount
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func _play_laser_sound(play: bool):
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var famira = get_node(famira_path)
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if play:
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