forked from team-sg/hero-mark-2
88 lines
2.7 KiB
GDScript
88 lines
2.7 KiB
GDScript
extends KinematicBody2D
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var velocity = Vector2.ZERO
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var is_moving = false
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var is_holding_shard = true
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var has_respawned = false
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onready var death_particles = $DeathSplatter
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onready var sprite = $Sprite
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onready var anims = $AnimationPlayer
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onready var raycast = $RayCast2D
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onready var respawn_raycast = $RespawnRaycast
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onready var shard_position = $Position2D
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onready var start_position = position
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onready var blink_timer = $BlinkTimer
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const shard = preload("res://objects/collectibles/shard.tscn")
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const BloodSpray := preload("res://objects/environment/blood/blood_spray.tscn")
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#DIALOGUE
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const here_take_this = preload("res://audio/sounds/msx_here_take_this.wav")
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func _ready():
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raycast.add_exception($Hitbox)
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blink_timer.start(rand_range(5.0,7.0))
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func _physics_process(delta):
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print(respawn_raycast.get_collider())
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if is_moving: velocity.x = -50
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#Stop when see something
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if raycast.is_colliding():
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#stop behind sg
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velocity.x = 0
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if respawn_raycast.is_colliding():
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#start moving again after respawning when seeing sg
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if raycast.get_collider() != null:
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if raycast.get_collider().is_in_group("player_hitbox"): is_moving = true
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velocity.y += 128 * delta
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velocity = move_and_slide_with_snap(velocity, Vector2.DOWN, Vector2.UP, true)
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#Anims
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if velocity.x == 0:
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if !anims.get_current_animation() == "give" && !anims.get_current_animation() == "respawn" && !anims.get_current_animation() == "blink": anims.play("idle")
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else:
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anims.play("walk")
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#Stop at the end of path and give shard
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if position.x <= 80:
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is_moving = false
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velocity.x = 0
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if is_holding_shard:
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anims.play("give")
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func spawn_shard():
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Audio.play_sound(here_take_this,Audio.ac_voice)
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var ShardInstance = shard.instance()
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ShardInstance.global_position = Vector2(shard_position.global_position.x,shard_position.global_position.y)
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ShardInstance.number = 1
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get_owner().add_child(ShardInstance)
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is_holding_shard = false
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func switch_action():
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#is_moving = true
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pass
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func spray_blood():
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for i in 16:
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var spray = BloodSpray.instance()
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spray.pause_mode = PAUSE_MODE_PROCESS
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Physics2DServer.set_active(true)
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spray.global_position = global_position
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spray.velocity = Vector2(randf() * 80.0, 0.0).rotated(randf() * TAU)
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spray.stains_player = false
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get_parent().add_child(spray)
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func die():
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#Create particles
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remove_child(death_particles)
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get_parent().add_child(death_particles)
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death_particles.global_position = global_position
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death_particles.emitting = true
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spray_blood()
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Audio.play_sound(Audio.a_msx_die,Audio.ac_die)
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is_moving = false
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velocity.x = 0
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position = start_position
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anims.play("respawn")
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has_respawned = true
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func _on_BlinkTimer_timeout():
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anims.play("blink")
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blink_timer.start(rand_range(5.0,7.0))
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