capri/objects/enemies/lashy/lashy.gd
2025-03-09 07:19:11 -04:00

74 lines
2.2 KiB
GDScript

@tool
extends Node2D
@export var launch_power: float
@export var idle_radius: float
@export var draw_back_distance: float
@export var smash_distance: float
@export_group("Timing", "time_")
@export var time_draw_back: float
@export var time_smash: float
@export var time_recover: float
@export_group("Internal References")
@export var smash_effect: PackedScene
@export var head: Node2D
var _player: Player = null
var _tween: Tween = null
var _go_again: bool = false
func _start_attack() -> void:
# do nothing if already doing animation or player gone
if not _go_again or (_tween and _tween.is_running()):
return
var effect = smash_effect.instantiate() as Node2D
effect.position = to_local(_player.global_position)
effect.rotation = randf() * TAU
_tween = create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
# launch player
_tween.tween_callback(_player.launch.bind(
global_position.direction_to(_player.global_position) * launch_power
))
# spawn smash effect
_tween.tween_callback(add_child.bind(effect))
# draw back away from player
_tween.tween_property(head.material, ^"shader_parameter/radius", 0.0, 0.1)
_tween.parallel().tween_method(_move_facing_player, 0.0, -draw_back_distance, time_draw_back)\
.set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
# smash towards player
_tween.tween_method(_move_facing_player, -draw_back_distance, smash_distance, time_smash)\
.set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_ELASTIC)
# return to center
_tween.tween_method(_move_facing_player, smash_distance, 0.0, time_recover)\
.set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BOUNCE)
_tween.tween_property(head.material, ^"shader_parameter/radius", idle_radius, 0.1)
_tween.tween_callback(_start_attack.call_deferred)
## move head this disatance from (0,0) towards (or away if negative) from player
func _move_facing_player(distance: float) -> void:
if not _player:
return
var dir = global_position.direction_to(_player.global_position)
head.position = dir * distance
func _on_player_detector_body_entered(body: Node2D) -> void:
if body is Player:
_player = body
_go_again = true
_start_attack()
func _on_player_detector_body_exited(body: Node2D) -> void:
if body is Player:
_go_again = false