use enemy parent script
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096ebe5aa4
commit
20fa885736
4 changed files with 23 additions and 23 deletions
13
objects/enemy/enemy.gd
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13
objects/enemy/enemy.gd
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@ -0,0 +1,13 @@
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extends Node2D
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export var can_be_killed_by_sword = true
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func _on_Area2D_area_entered(area):
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#Kill player
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if area.is_in_group("player"):
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area.get_parent().die()
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#Die from sword
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if area.is_in_group("sword"):
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if can_be_killed_by_sword:
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queue_free()
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6
objects/enemy/enemy.tscn
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6
objects/enemy/enemy.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://objects/enemy/enemy.gd" type="Script" id=1]
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[node name="Enemy" type="Node2D"]
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script = ExtResource( 1 )
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@ -1,4 +1,4 @@
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extends Node2D
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extends "res://objects/enemy/enemy.gd"
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#How far to move
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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 left_up_boundry = 0.0
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@ -9,7 +9,6 @@ export var speed = 50
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#Move horizontal or vertical
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#Move horizontal or vertical
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export(int, "Horizontal", "Vertical") var move_direction
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export(int, "Horizontal", "Vertical") var move_direction
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export var flip_sprite = true
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export var flip_sprite = true
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export var can_be_killed_by_sword = true
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#Onreadys
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#Onreadys
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onready var startpos = position
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onready var startpos = position
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onready var sprite = $AnimatedSprite
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onready var sprite = $AnimatedSprite
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@ -40,13 +39,3 @@ func move_up_and_down(delta):
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if position.y <= startpos.y + (-left_up_boundry * 8):
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if position.y <= startpos.y + (-left_up_boundry * 8):
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direction = 1
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direction = 1
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if flip_sprite == true: sprite.scale.y = -1
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if flip_sprite == true: sprite.scale.y = -1
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func _on_Area2D_area_entered(area):
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#Kill player
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if area.is_in_group("player"):
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area.get_parent().die()
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#Die from sword
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if area.is_in_group("sword"):
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if can_be_killed_by_sword:
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queue_free()
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@ -1,12 +1,4 @@
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extends Node2D
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extends "res://objects/enemy/enemy.gd"
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export var can_be_killed_by_sword = true
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func _process(delta):
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scale.x = -1
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func _on_Area2D_area_entered(area):
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#Kill player
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if area.is_in_group("player"):
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area.get_parent().die()
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#Die from sword
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if area.is_in_group("sword"):
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if can_be_killed_by_sword:
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queue_free()
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