revo-jailbreak/objects/enemy/boss/scrump.gd

60 lines
1.7 KiB
GDScript

extends "res://objects/enemy/enemy_move_sidesideupdown.gd"
signal entered_phase(phase)
#Stats
var hp = 3
var arrow_speed = 80
var shoot_time = Vector2(0.4,0.7)
export var phase2_speed = 100
export var phase3_speed = 150
#Onready
onready var shoot_timer = $ShootTimer
onready var shootpoint = $Position2D
onready var blood_position = $BloodPosition
onready var map = get_owner()
const Projectile = preload("res://objects/enemy/boss/scrump_projectile.tscn")
const Gore = preload("res://objects/enemy/boss/scrump_gore.tscn")
func _ready():
seed(hash("HEROMARK2"))
# adjust to difficulty
arrow_speed *= Game.enemy_speed_factor
shoot_time /= Game.enemy_speed_factor
speed *= Game.enemy_speed_factor
phase2_speed *= Game.enemy_speed_factor
phase3_speed *= Game.enemy_speed_factor
func shoot():
Game.instance_node(Projectile,shootpoint.global_position.x,stepify(shootpoint.global_position.y,8),map)
func _on_ShootTimer_timeout():
shoot_timer.start(rand_range(shoot_time.x,shoot_time.y))
shoot()
func die():
hp -= 1
Audio.play_sound(Audio.a_boss_hurt,Audio.ac_boss)
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:
Game.instance_node(Gore,position.x,position.y,map)
Audio.play_sound(Audio.a_scrump_die,Audio.ac_boss)
emit_signal("entered_phase",4)
queue_free()
#Bleed particles
var death_particles = DeathParticles.instance()
death_particles.global_position = blood_position.global_position
death_particles.emitting = true
death_particles.amount = 64
death_particles.lifetime = 0.45
get_parent().add_child(death_particles)