chicken man

This commit is contained in:
Haze Weathers 2024-02-03 02:02:25 -05:00
parent a7f5ad6db2
commit 63b24cb614
9 changed files with 1469 additions and 97 deletions

View file

@ -1,17 +1,19 @@
extends Node2D
enum State {STAND, FORWARD, BACK, DUCK, BEAM}
enum State {STAND, FORWARD, BACK, DUCK, BEAM, DEAD}
const Bullet = preload("res://objects/enemy/2600_bullet.tscn")
const SmallExplosion = preload("res://objects/enemy/boss/2600_small_explosion.tscn")
export var hp: float = 100.0
export var shot_speed: float = 50.0
export var move_speed: float = 30.0
export var safe_from_breath: bool = false
export var make_explosions: bool = false
export var explosion_rect: Rect2
export var famira_path: NodePath
var state: int = State.STAND
@ -24,6 +26,8 @@ onready var head_sprite = $"%Head"
func _physics_process(delta: float) -> void:
match state:
State.DEAD:
return
State.STAND:
if Input.is_action_pressed("move_down"):
state = State.DUCK
@ -44,17 +48,16 @@ func _physics_process(delta: float) -> void:
func _input(event: InputEvent) -> void:
if state == State.DEAD:
return
if event.is_action_pressed("shoot") and (state == State.STAND or state == State.FORWARD or state == State.BACK):
shoot()
if event.is_action_pressed("jump") and state == State.STAND:
beam()
if event.is_action_pressed("move_up"):
anims.play("die")
func shoot() -> void:
Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_collectible)
for pos in bullet_positions.get_children():
var bullet = Bullet.instance()
bullet.global_position = pos.global_position
@ -68,18 +71,32 @@ func beam() -> void:
anims.play("Beam")
func hurt(amount: float, can_duck: bool = false) -> void:
if can_duck and state == State.DUCK:
return
hp -= amount
if state != State.DEAD and hp <= 0.0:
state = State.DEAD
anims.play("die")
func _play_laser_sound(play: bool):
var famira = get_node(famira_path)
if play:
Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
if famira.has_method("start_push"):
famira.start_push()
Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_collectible)
else:
Audio.ac_boss.playing = false
if famira.has_method("stop_push"):
famira.stop_push()
Audio.ac_collectible.playing = false
func _play_charge_sound(play: bool):
if play:
Audio.play_sound(Audio.a_2600_charge,Audio.ac_boss)
Audio.play_sound(Audio.a_2600_charge,Audio.ac_collectible)
else:
Audio.ac_boss.playing = false
Audio.ac_collectible.playing = false
func _spawn_explosions() -> void:
@ -106,3 +123,5 @@ func _on_animation_finished(anim_name: String) -> void:
state = State.STAND
"Beam":
state = State.STAND
"die":
pass