hero-mark-2/objects/enemy/enemy_speedup_in_range.gd
2023-04-20 04:06:29 -04:00

72 lines
1.8 KiB
GDScript

extends "res://objects/enemy/enemy.gd"
#How far to move
export var left_up_boundary = 0.0
export var right_down_boundary = 0.0
#Start direction
export var direction = 1
export var slower_speed = 50
export var faster_speed = 100
#Move horizontal or vertical
export(int, "Horizontal", "Vertical") var move_direction
export var flip_sprite = true
#Onreadys
onready var startpos = position
onready var sprite = $AnimatedSprite
onready var raycast = $Hitbox/RayCast2D
onready var timer = $Timer
var speed = 50
var go_fast = false
func _ready():
#Easy mode
if Game.is_easy_mode:
speed *= Game.easy_mode_speed_factor
slower_speed *= Game.easy_mode_speed_factor
faster_speed *= Game.easy_mode_speed_factor
func _physics_process(delta):
if move_direction == 0:
move_side_to_side(delta)
else: move_up_and_down(delta)
#Speed up if in raycast
if raycast.get_collider() != null:
if raycast.get_collider().is_in_group("player"):
go_fast = true
timer.set_wait_time(0.5)
timer.start()
#chnage speed depedning on you know
if go_fast:
speed = faster_speed
else:
speed = slower_speed
#flip raycast with sprite
raycast.scale.x = sprite.scale.x
func move_side_to_side(delta):
#Move
position.x += direction * (speed * delta)
#Switch dir
if position.x >= startpos.x + (right_down_boundary * 8):
direction = -1
if flip_sprite == true: sprite.scale.x = -1
if position.x <= startpos.x + (-left_up_boundary * 8):
direction = 1
if flip_sprite == true: sprite.scale.x = 1
func move_up_and_down(delta):
#Move
position.y += direction * (speed * delta)
#Switch dir
if position.y >= startpos.y + (right_down_boundary * 8):
direction = -1
if flip_sprite == true: sprite.scale.y = 1
if position.y <= startpos.y + (-left_up_boundary * 8):
direction = 1
if flip_sprite == true: sprite.scale.y = -1
func _on_Timer_timeout():
go_fast = false