forked from team-sg/hero-mark-2
65 lines
1.7 KiB
GDScript
65 lines
1.7 KiB
GDScript
extends "res://objects/enemy/enemy.gd"
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#How far to move
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export var left_up_boundry = 0.0
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export var right_down_boundry = 0.0
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#Start direction
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export var direction = 1
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export var slower_speed = 50
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export var faster_speed = 100
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#Move horizontal or vertical
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export(int, "Horizontal", "Vertical") var move_direction
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export var flip_sprite = true
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#Onreadys
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onready var startpos = position
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onready var sprite = $AnimatedSprite
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onready var raycast = $Area2D/RayCast2D
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onready var timer = $Timer
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var speed = 50
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var go_fast = false
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func _physics_process(delta):
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if move_direction == 0:
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move_side_to_side(delta)
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else: move_up_and_down(delta)
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#Speed up if in raycast
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if raycast.get_collider() != null:
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if raycast.get_collider().is_in_group("player"):
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go_fast = true
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timer.set_wait_time(0.5)
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timer.start()
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#chnage speed depedning on you know
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if go_fast:
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speed = faster_speed
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else:
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speed = slower_speed
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#flip raycast with sprite
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raycast.scale.x = sprite.scale.x
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func move_side_to_side(delta):
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#Move
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position.x += direction * (speed * delta)
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#Switch dir
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if position.x >= startpos.x + (right_down_boundry * 8):
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direction = -1
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if flip_sprite == true: sprite.scale.x = -1
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if position.x <= startpos.x + (-left_up_boundry * 8):
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direction = 1
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if flip_sprite == true: sprite.scale.x = 1
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func move_up_and_down(delta):
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#Move
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position.y += direction * (speed * delta)
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#Switch dir
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if position.y >= startpos.y + (right_down_boundry * 8):
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direction = -1
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if flip_sprite == true: sprite.scale.y = 1
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if position.y <= startpos.y + (-left_up_boundry * 8):
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direction = 1
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if flip_sprite == true: sprite.scale.y = -1
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func _on_Timer_timeout():
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go_fast = false
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