revo-jailbreak/objects/enemy/boss/2600.gd
2023-09-04 05:49:28 -04:00

54 lines
1.4 KiB
GDScript

extends "res://objects/enemy/enemy.gd"
signal entered_phase(phase)
export var shot_speed = 50
export var fire_rate: float = 1
export var can_shoot = false
var hp = 3
onready var Bullet = preload("res://objects/enemy/2600_bullet.tscn")
onready var positions = $Positions
onready var shoot_timer = $ShootTimer
onready var anims = $AnimationPlayer
onready var head_sprite = $Body/Head
func _on_ShootTimer_timeout():
if can_shoot: shoot()
func shoot():
Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
for pos in positions.get_children():
var bullet = Bullet.instance()
bullet.global_position = pos.global_position
bullet.direction = Vector2.LEFT.rotated(pos.rotation)
bullet.speed = shot_speed
get_parent().add_child(bullet)
shoot_timer.wait_time = fire_rate
func _play_laser_sound(play: bool):
if play:
Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
else:
Audio.ac_boss.playing = false
func die():
hp -= 1
anims.play("Beam")
match hp:
2:
Game.instance_node(load("res://objects/enemy/boss/collapse_blocks.tscn"),0,0,get_parent())
emit_signal("entered_phase", 2)
head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_cracked.png")
1:
shot_speed = 70
fire_rate = 0.8
emit_signal("entered_phase", 3)
$Body/Head/Intelli.visible = true
head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_broken.png")
0:
queue_free()
emit_signal("entered_phase", 4)