boss blood effect

This commit is contained in:
pennyrigate 2023-02-20 01:18:02 -05:00
parent 39a6c027c4
commit 7f60cf2278
3 changed files with 21 additions and 12 deletions

View file

@ -2,23 +2,25 @@ extends "res://objects/enemy/enemy_move_sidesideupdown.gd"
signal entered_phase(phase)
#Stats
var hp = 3
var arrow_speed = 80
var shoot_time = Vector2(0.4,0.7)
export var phase2_speed = 100
export var phase3_speed = 150
const projectile = preload("res://objects/enemy/boss/boss1_projectile.tscn")
const arrow_pickup = preload("res://objects/collectibles/arrow.tscn")
#Onready
onready var shoot_timer = $ShootTimer
onready var shootpoint = $Position2D
onready var blood_position = $BloodPosition
onready var map = get_owner()
var shoot_time = Vector2(0.4,0.7)
export var arrow_spawns = [Vector2(0,0),Vector2(0,0),Vector2(0,0)]
const Projectile = preload("res://objects/enemy/boss/boss1_projectile.tscn")
func _ready():
seed(hash("HEROMARK2"))
func shoot():
Game.instance_node(projectile,global_position.x + shootpoint.position.x,stepify(global_position.y + shootpoint.position.y,8),map)
Game.instance_node(Projectile,shootpoint.global_position.x,stepify(shootpoint.global_position.y,8),map)
func _on_ShootTimer_timeout():
shoot_timer.start(rand_range(shoot_time.x,shoot_time.y))
@ -37,3 +39,8 @@ func die():
shoot_time = Vector2(0.3,0.5)
0:
.die()
#Bleed particles
var death_particles = DeathParticles.instance()
death_particles.global_position = blood_position.global_position
death_particles.emitting = true
get_parent().add_child(death_particles)

View file

@ -14,34 +14,34 @@ script = ExtResource( 2 )
move_direction = 1
flip_sprite = false
[node name="Sprite" type="ColorRect" parent="."]
[node name="Sus" type="ColorRect" parent="."]
visible = false
margin_left = 8.0
margin_right = 40.0
margin_bottom = 40.0
color = Color( 0.960784, 0.2, 0.258824, 1 )
[node name="BackPack" type="ColorRect" parent="Sprite"]
[node name="BackPack" type="ColorRect" parent="Sus"]
margin_left = 24.0
margin_top = 8.0
margin_right = 40.0
margin_bottom = 32.0
color = Color( 0.960784, 0.2, 0.258824, 1 )
[node name="LegR" type="ColorRect" parent="Sprite"]
[node name="LegR" type="ColorRect" parent="Sus"]
margin_top = 40.0
margin_right = 8.0
margin_bottom = 48.0
color = Color( 0.960784, 0.2, 0.258824, 1 )
[node name="LegL" type="ColorRect" parent="Sprite"]
[node name="LegL" type="ColorRect" parent="Sus"]
margin_left = 24.0
margin_top = 40.0
margin_right = 32.0
margin_bottom = 48.0
color = Color( 0.960784, 0.2, 0.258824, 1 )
[node name="Visor" type="ColorRect" parent="Sprite"]
[node name="Visor" type="ColorRect" parent="Sus"]
margin_left = -8.0
margin_top = 8.0
margin_right = 16.0
@ -73,10 +73,13 @@ wait_time = 5.0
one_shot = true
autostart = true
[node name="Sprite2" type="Sprite" parent="."]
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 26, 27 )
texture = ExtResource( 1 )
[node name="BloodPosition" type="Position2D" parent="."]
position = Vector2( 0, 14 )
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
[connection signal="timeout" from="ShootTimer" to="." method="_on_ShootTimer_timeout"]
[connection signal="timeout" from="ArrowSpawnTimer" to="." method="_on_ArrowSpawnTimer_timeout"]