hero-mark-2/objects/enemy/super_slime.gd
2023-09-15 23:28:00 -04:00

131 lines
3.6 KiB
GDScript

tool
extends "res://objects/enemy/enemy.gd"
const SlimeParticles = preload("res://objects/enemy/slime_particles.tscn")
export var left_boundary: float = 0.0
export var right_boundary: float = 0.0
export var direction: float = 1.0
export var speed: float = 50.0
export var jump_distance: float = 0.0
export var jump_speed: float = 50.0
export (Array, float) var bottom_jumps: Array = [] setget _set_bottom_jumps
export (Array, float) var top_jumps: Array = [] setget _set_top_jumps
export var detect_player: bool = false
var _jumping: bool = false
var _jump_direction: float = -1.0
onready var hitbox: Area2D = $Hitbox
onready var sprite: AnimatedSprite = $Hitbox/Sprite
onready var detect_player_cast: RayCast2D = $"%DetectPlayerCast"
func _ready() -> void:
if Engine.editor_hint:
return
left_boundary *= 8.0
right_boundary *= 8.0
jump_distance *= 8.0
for i in bottom_jumps.size():
bottom_jumps[i] *= 8.0
for i in top_jumps.size():
top_jumps[i] *= 8.0
detect_player_cast.cast_to = Vector2(0.0, -jump_distance)
speed *= Game.enemy_speed_factor
func _physics_process(delta: float) -> void:
if Engine.editor_hint:
return
# check for jump point
var jump_points = bottom_jumps if sign(_jump_direction) == -1.0 else top_jumps
for x in jump_points:
if abs(hitbox.position.x - x) <= 4.0:
_jumping = true
break
# check for player
if detect_player and detect_player_cast.is_colliding():
_jumping = true
# move if not jumping
if _jumping:
hitbox.position.y += _jump_direction * jump_speed * delta
if hitbox.position.y >= 8.0:
hitbox.position.y = 0.0
_jump_direction = -1.0
hitbox.scale.y = 1.0
_jumping = false
elif hitbox.position.y <= -jump_distance - 8.0:
hitbox.position.y = -jump_distance
_jump_direction = 1.0
hitbox.scale.y = -1.0
_jumping = false
else:
hitbox.position.x += direction * speed * delta
if hitbox.position.x >= right_boundary:
hitbox.position.x = right_boundary
direction = -1.0
sprite.flip_h = true
elif hitbox.position.x <= -left_boundary:
hitbox.position.x = -left_boundary
sprite.flip_h = false
direction = 1.0
func _process(delta: float) -> void:
if Engine.editor_hint and Engine.get_frames_drawn() % 10 == 0:
update()
func _draw() -> void:
if Engine.editor_hint:
# bottom travel zone
draw_line(
Vector2(-left_boundary * 8.0, 4.0),
Vector2(right_boundary * 8.0 + 8.0, 4.0),
Color(0.4, 0.2, 0.6, 0.75), 1.01, false
)
# top travel zone
draw_line(
Vector2(-left_boundary * 8.0, -jump_distance * 8.0 - 4.0),
Vector2(right_boundary * 8.0 + 8.0, -jump_distance * 8.0 - 4.0),
Color(0.4, 0.2, 0.6, 0.75), 1.01, false
)
# jump lines
for x in bottom_jumps:
draw_line(
Vector2(x * 8.0, 4.0),
Vector2(x * 8.0, -jump_distance * 4.0),
Color(1.0, 0.0, 0.0, 0.75), 1.01, false
)
draw_circle(Vector2(x * 8.0, 4.0), 2.0, Color.red)
for x in top_jumps:
draw_line(
Vector2(x * 8.0, -jump_distance * 8.0 - 4.0),
Vector2(x * 8.0, -jump_distance * 4.0),
Color(1.0, 0.0, 0.0, 0.75), 1.01, false
)
draw_circle(Vector2(x * 8.0, -jump_distance * 8.0 - 4.0), 2.0, Color.red)
# draw_line(
# Vector2(4.0, 4.0),
# Vector2(4.0, -jump_distance * 8.0 - 4.0),
# Color(0.4, 0.2, 0.6, 0.75), 1.01, false
# )
func _set_bottom_jumps(value: Array) -> void:
bottom_jumps = value
update()
func _set_top_jumps(value: Array) -> void:
top_jumps = value
update()
func die() -> void:
.die()
var death_particles = SlimeParticles.instance()
death_particles.global_position = hitbox.global_position + Vector2(4.0, 4.0)
death_particles.emitting = true
get_parent().add_child(death_particles)