extends "res://objects/enemy/enemy_move_sidesideupdown.gd" signal entered_phase(phase) var hp = 3 var arrow_speed = 80 export var phase2_speed = 100 export var phase3_speed = 150 const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn") const arrow_pickup = preload("res://objects/collectibles/arrow.tscn") onready var shoot_timer = $ShootTimer var shoot_time = Vector2(0.4,0.7) export var arrow_spawns = [Vector2(0,0),Vector2(0,0),Vector2(0,0)] func _ready(): seed(hash("HEROMARK2")) func shoot(): var arrow = ArrowProjectile.instance() arrow.global_position = Vector2( global_position.x + $Position2D.position.x, stepify(global_position.y + $Position2D.position.y,8) ) arrow.direction = -1 arrow.breaks_on_wall = false arrow.target_group = "player" arrow.speed = arrow_speed get_owner().add_child(arrow) func _on_ShootTimer_timeout(): shoot_timer.start(rand_range(shoot_time.x,shoot_time.y)) shoot() func die(): hp -= 1 match hp: 2: emit_signal("entered_phase", 2) speed = phase2_speed shoot_time = Vector2(0.4,0.5) 1: emit_signal("entered_phase", 3) speed = phase3_speed shoot_time = Vector2(0.3,0.5) 0: .die()