86 lines
2.5 KiB
GDScript
86 lines
2.5 KiB
GDScript
extends "res://objects/enemy/enemy.gd"
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signal entered_phase(phase)
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const Bullet = preload("res://objects/enemy/2600_bullet.tscn")
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const SmallExplosion = preload("res://objects/enemy/boss/2600_small_explosion.tscn")
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const IntelliHead = preload("res://objects/enemy/boss/intelli_head.tscn")
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export var shot_speed: float = 50
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export var fire_rate: float = 1
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export var can_shoot: bool = false
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export var explosion_rect: Rect2
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export var make_explosions: bool = true
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var hp: int = 3
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onready var bullet_positions = $"%BulletPositions"
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onready var shoot_timer = $ShootTimer
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onready var anims = $AnimationPlayer
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onready var head_sprite = $"%Head"
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func _on_ShootTimer_timeout():
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if can_shoot: shoot()
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func shoot():
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Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
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for pos in bullet_positions.get_children():
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var bullet = Bullet.instance()
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bullet.global_position = pos.global_position
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bullet.direction = Vector2.LEFT.rotated(pos.rotation)
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bullet.speed = shot_speed
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get_parent().add_child(bullet)
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shoot_timer.wait_time = fire_rate
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func _play_laser_sound(play: bool):
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if play:
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Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
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else:
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Audio.ac_boss.playing = false
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func _play_charge_sound(play: bool):
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if play:
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Audio.play_sound(Audio.a_2600_charge,Audio.ac_boss)
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else:
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Audio.ac_boss.playing = false
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func _spawn_explosions() -> void:
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var head = IntelliHead.instance()
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head.global_position = $"%IntelliHeadPos".global_position
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get_parent().add_child(head)
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while make_explosions:
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yield(get_tree().create_timer(randf() * 0.5, false), "timeout")
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var explosion = SmallExplosion.instance()
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explosion.position = Vector2(
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rand_range(explosion_rect.position.x, explosion_rect.end.x),
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rand_range(explosion_rect.position.y, explosion_rect.end.y)
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)
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add_child(explosion)
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func die():
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hp -= 1
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if hp > 0:
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anims.play("Beam")
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match hp:
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2:
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Game.instance_node(preload("res://objects/enemy/boss/collapse_blocks.tscn"),0,0,get_parent())
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emit_signal("entered_phase", 2)
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head_sprite.texture = preload("res://graphics/enemy/boss/stg_2600/head_cracked.png")
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1:
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shot_speed = 70
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fire_rate = 0.8
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$"%GlassShape".queue_free()
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emit_signal("entered_phase", 3)
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head_sprite.texture = preload("res://graphics/enemy/boss/stg_2600/head_broken.png")
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0:
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anims.play("die")
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Audio.play_sound(Audio.a_die, Audio.ac_die)
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yield(anims, "animation_finished")
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emit_signal("entered_phase", 4)
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func _on_animation_finished(anim_name: String) -> void:
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if anim_name == "Beam":
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anims.play("stomping")
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