capri/objects/enemies/lashy/lashy.gd

83 lines
2.2 KiB
GDScript

@tool
extends Node2D
enum State {
IDLE,
WINDING_UP,
ATTACK,
RECOVER,
}
@export var idle_distance: float
@export_custom(PROPERTY_HINT_NONE, "radians_as_degrees")
var idle_rotate_speed: float
@export var wind_up_time: float
@export var wind_up_distance: float
@export var attack_time: float
@export var attack_distance: float
@export var recover_time: float
@export_range(0,1,1,"or_greater") var detection_radius: float:
set(value):
detection_radius = value
if not is_inside_tree():
await tree_entered
var shape = detector_shape.shape as CircleShape2D
if shape:
shape.radius = detection_radius
@export_group("Internal References")
@export var head: Node2D
@export var head_pivot: Node2D
@export var detector_shape: CollisionShape2D
var state: State = State.IDLE
var tween: Tween = null
var tracked_player: Player = null
var idle_angle: float = 0.0
var target_pos: Vector2 = Vector2.ZERO
var progress: float = 0.0
func _process(delta: float) -> void:
if Engine.is_editor_hint():
return
match state:
State.IDLE:
idle_angle = fposmod(idle_angle + idle_rotate_speed * delta, TAU)
head_pivot.rotation = idle_angle
State.WINDING_UP:
target_pos = tracked_player.global_position
var angle = (global_position - target_pos).angle()
progress += delta / wind_up_time
head_pivot.rotation = lerp_angle(head_pivot.rotation, angle, progress)
State.RECOVER:
progress += delta / recover_time
head_pivot.rotation = lerp_angle(head_pivot.rotation, idle_angle, progress)
func _start_attack() -> void:
state = State.WINDING_UP
if tween:
tween.kill()
tween = create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
tween.tween_property(head, ^"position:x", wind_up_distance, wind_up_time)
tween.tween_property(self, ^"state", State.ATTACK, 0.0)
tween.tween_property(head, ^"position:x", -attack_distance, attack_time).set_trans(Tween.TRANS_BOUNCE)
tween.tween_property(self, ^"state", State.RECOVER, 0.0)
tween.tween_property(head, ^"position:x", idle_distance, recover_time)
tween.tween_property(self, ^"state", State.IDLE, 0.0)
func _on_player_detector_body_entered(body: Node2D) -> void:
if body is Player:
if state == State.IDLE:
tracked_player = body
_start_attack()