forked from team-sg/hero-mark-2
EEEEELLLLLLSSSSS uuuuuuuuuuuuuuuuuuuuuu
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11 changed files with 277 additions and 1 deletions
55
objects/enemy/eel.gd
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55
objects/enemy/eel.gd
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extends "res://objects/enemy/enemy.gd"
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const SEGMENT_LENGTH: float = 4.0
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const BASE_LENGTH: float = 20.0 # combined length of head and tail
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export var segments: int = 8
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export var speed: float = 32.0
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export var wave_length: float = 8.0
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export var wave_amplitude: float = 4.0
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onready var sector: Vector2 = Game.get_sector(global_position)
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onready var hitbox: Area2D = $Hitbox
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onready var first_segment: CollisionShape2D = $"%Segment"
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onready var segment_start: Position2D = $"%SegmentStart"
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func _ready() -> void:
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hitbox.remove_child(first_segment)
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for i in segments:
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var new_segment = first_segment.duplicate()
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new_segment.position.x = segment_start.position.x + SEGMENT_LENGTH * float(i)
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hitbox.add_child(new_segment)
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$Hitbox/TailShape.position.x = segment_start.position.x + SEGMENT_LENGTH * segments
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_wave_segments()
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func _physics_process(delta: float) -> void:
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# move
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global_position.x -= speed * delta * sign(scale.x)
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# make segments wibble
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_wave_segments()
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# check for wrapping
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var sector_rect = Rect2(sector * Game.resolution, Game.resolution)
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var total_length = BASE_LENGTH + (SEGMENT_LENGTH * float(segments))
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var eel_rect = Rect2(global_position + Vector2(-2.0, 4.0), Vector2(total_length, 0.0))
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if not sector_rect.intersects(eel_rect):
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global_position.x += (Game.resolution.x + total_length) * sign(scale.x)
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func _wave_segments() -> void:
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for segment in hitbox.get_children():
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if segment is Node2D:
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segment.position.y = sin(segment.global_position.x / wave_length) * wave_amplitude
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func die() -> void:
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for segment in hitbox.get_children():
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if segment is Node2D:
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var death_particles = DeathParticles.instance()
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death_particles.global_position = segment.global_position
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death_particles.emitting = true
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get_parent().add_child(death_particles)
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.die()
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