use enemy parent script

This commit is contained in:
pennyrigate 2022-12-07 02:10:12 -05:00
parent 096ebe5aa4
commit 20fa885736
4 changed files with 23 additions and 23 deletions

13
objects/enemy/enemy.gd Normal file
View file

@ -0,0 +1,13 @@
extends Node2D
export var can_be_killed_by_sword = true
func _on_Area2D_area_entered(area):
#Kill player
if area.is_in_group("player"):
area.get_parent().die()
#Die from sword
if area.is_in_group("sword"):
if can_be_killed_by_sword:
queue_free()

6
objects/enemy/enemy.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://objects/enemy/enemy.gd" type="Script" id=1]
[node name="Enemy" type="Node2D"]
script = ExtResource( 1 )

View file

@ -1,4 +1,4 @@
extends Node2D extends "res://objects/enemy/enemy.gd"
#How far to move #How far to move
export var left_up_boundry = 0.0 export var left_up_boundry = 0.0
@ -9,7 +9,6 @@ export var speed = 50
#Move horizontal or vertical #Move horizontal or vertical
export(int, "Horizontal", "Vertical") var move_direction export(int, "Horizontal", "Vertical") var move_direction
export var flip_sprite = true export var flip_sprite = true
export var can_be_killed_by_sword = true
#Onreadys #Onreadys
onready var startpos = position onready var startpos = position
onready var sprite = $AnimatedSprite onready var sprite = $AnimatedSprite
@ -40,13 +39,3 @@ func move_up_and_down(delta):
if position.y <= startpos.y + (-left_up_boundry * 8): if position.y <= startpos.y + (-left_up_boundry * 8):
direction = 1 direction = 1
if flip_sprite == true: sprite.scale.y = -1 if flip_sprite == true: sprite.scale.y = -1
func _on_Area2D_area_entered(area):
#Kill player
if area.is_in_group("player"):
area.get_parent().die()
#Die from sword
if area.is_in_group("sword"):
if can_be_killed_by_sword:
queue_free()

View file

@ -1,12 +1,4 @@
extends Node2D extends "res://objects/enemy/enemy.gd"
export var can_be_killed_by_sword = true func _process(delta):
scale.x = -1
func _on_Area2D_area_entered(area):
#Kill player
if area.is_in_group("player"):
area.get_parent().die()
#Die from sword
if area.is_in_group("sword"):
if can_be_killed_by_sword:
queue_free()