hero-mark-2/objects/enemy/squig.gd

104 lines
3.1 KiB
GDScript

extends "res://objects/enemy/enemy.gd"
enum State {SWIMMING, FALLING, TRANSITION}
# whether the squid should start in falling state
export var start_falling: bool = false
export var speed: float = 50.0
export var damping: float = 0.9
export var delay: float = 1.0
# margin of screen hitbox is disabled in
export var hitbox_clip: Rect2 = Rect2(0.0, 0.0, 7.0, 7.0)
export var full_clip: Rect2 = Rect2(-4.0, -4.0, 16.0, 16.0)
var velocity: Vector2 = Vector2.ZERO
# start of the sector it is trapped in
var home_sector: Vector2 = Vector2.ZERO
var _can_transition: bool = true
onready var current_state: int = State.SWIMMING
onready var hitbox_shape: CollisionShape2D = $"%HitboxShape"
onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
if start_falling:
_start_falling()
else:
_start_swimming()
home_sector = Game.get_sector(global_position)
func _physics_process(delta: float) -> void:
if Game.current_sector != home_sector:
hitbox_shape.disabled = true
return
# process movement and apply damping
velocity.y *= pow(damping, delta)
if current_state == State.FALLING:
velocity.y = speed
global_position += velocity * delta
var sector_rect = Rect2(home_sector * Game.RESOLUTION, Game.RESOLUTION)
# disable hitbox at edge of screen
var global_hitbox_clip = hitbox_clip
global_hitbox_clip.position += global_position
if sector_rect.encloses(global_hitbox_clip):
hitbox_shape.disabled = false
else:
hitbox_shape.disabled = true
# check if out of sector
var global_full_clip = full_clip
global_full_clip.position += global_position
if not sector_rect.intersects(global_full_clip) and _can_transition:
match current_state:
State.SWIMMING:
current_state = State.TRANSITION
_can_transition = false
velocity = Vector2.ZERO
var tween = create_tween()
tween.tween_interval(delay)
tween.tween_callback(self, "_start_falling")
State.FALLING:
current_state = State.TRANSITION
_can_transition = false
velocity = Vector2.ZERO
var tween = create_tween()
tween.tween_interval(delay)
tween.tween_callback(self, "_start_swimming")
State.TRANSITION:
pass
# clip to inside of home sector
var rid = get_canvas_item()
var rect = Rect2(to_local(home_sector * Game.RESOLUTION), Game.RESOLUTION)
VisualServer.canvas_item_set_custom_rect(rid, true, rect)
VisualServer.canvas_item_set_clip(rid, true)
# give a burst of speed
func _propel() -> void:
velocity.y = -speed
func _start_falling() -> void:
if not _can_transition:
var player = get_tree().get_nodes_in_group("player").pop_back()
if player != null:
global_position.x = player.global_position.x - 3.0
animation_player.play("falling")
current_state = State.FALLING
yield(create_tween().tween_interval(1.0), "finished")
_can_transition = true
func _start_swimming() -> void:
if not _can_transition:
var player = get_tree().get_nodes_in_group("player").pop_back()
if player != null:
global_position.x = player.global_position.x - 3.0
animation_player.play("swimming")
current_state = State.SWIMMING
yield(create_tween().tween_interval(1.0), "finished")
_can_transition = true