forked from team-sg/hero-mark-2
start work on boss1
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parent
ed04bf1c2e
commit
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8 changed files with 244 additions and 7 deletions
40
objects/enemy/boss/boss1.gd
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40
objects/enemy/boss/boss1.gd
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extends "res://objects/enemy/enemy_move_sidesideupdown.gd"
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var hp = 3
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var arrow_speed = 80
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export var phase2_speed = 100
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export var phase3_speed = 150
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const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn")
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const arrow_pickup = preload("res://objects/collectibles/arrow.tscn")
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onready var shoot_timer = $ShootTimer
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var shoot_time = Vector2(0.4,0.7)
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export var arrow_spawns = [Vector2(0,0),Vector2(0,0),Vector2(0,0)]
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func _ready():
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seed(hash("HEROMARK2"))
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func _physics_process(delta):
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match hp:
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2:
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speed = phase2_speed
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shoot_time = Vector2(0.4,0.5)
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1:
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speed = phase3_speed
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shoot_time = Vector2(0.3,0.5)
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0: die()
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func shoot():
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var arrow = ArrowProjectile.instance()
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arrow.global_position = Vector2(
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global_position.x + $Position2D.position.x,
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stepify(global_position.y + $Position2D.position.y,8)
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)
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arrow.direction = -1
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arrow.breaks_on_wall = false
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arrow.target_group = "player"
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arrow.speed = arrow_speed
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get_owner().add_child(arrow)
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func _on_ShootTimer_timeout():
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shoot_timer.start(rand_range(shoot_time.x,shoot_time.y))
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shoot()
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