extends "res://objects/enemy/enemy_move_sidesideupdown.gd" signal entered_phase(phase) var hp = 3 var arrow_speed = 80 export var phase2_speed = 100 export var phase3_speed = 150 const projectile = preload("res://objects/enemy/boss/boss1_projectile.tscn") const arrow_pickup = preload("res://objects/collectibles/arrow.tscn") onready var shoot_timer = $ShootTimer onready var shootpoint = $Position2D onready var map = get_owner() var shoot_time = Vector2(0.4,0.7) export var arrow_spawns = [Vector2(0,0),Vector2(0,0),Vector2(0,0)] func _ready(): seed(hash("HEROMARK2")) func shoot(): Game.instance_node(projectile,global_position.x + shootpoint.position.x,stepify(global_position.y + shootpoint.position.y,8),map) func _on_ShootTimer_timeout(): shoot_timer.start(rand_range(shoot_time.x,shoot_time.y)) shoot() func die(): hp -= 1 match hp: 2: emit_signal("entered_phase", 2) speed = phase2_speed shoot_time = Vector2(0.4,0.5) 1: emit_signal("entered_phase", 3) speed = phase3_speed shoot_time = Vector2(0.3,0.5) 0: .die()