hero-mark-2/objects/enemy/boss/famira.gd
2024-07-05 21:01:19 -04:00

141 lines
3.6 KiB
GDScript

extends Node2D
signal died()
signal health_changed(amount)
export var push_speed: float = 30.0
export var chase_speed: float = 65.0
export var breath_dps: float = 20.0
export var breath_knockback: float = 16.0
export var punch_damage: float = 8.0
export var punch_knockback: float = 40.0
export var hurting: bool = false
export var hp: float = 100.0
export var sg2083_beam_dps: float = 10.0
export var sg2083_path: NodePath
export var defense: float = 0.6
export var credits: bool = false
onready var animation_player: AnimationPlayer = $"%AnimationPlayer"
onready var state_chart: StateChart = $StateChart
onready var in_range_cast: RayCast2D = $InRangeCast
onready var out_range_cast: RayCast2D = $OutRangeCast
onready var shoot_range_cast: RayCast2D = $ShootRangeCast
onready var grumble = $Grumble
func _ready():
if credits: animation_player.play("roar")
func _physics_process(delta: float) -> void:
if !credits:
var sg2083 := get_node(sg2083_path)
if sg2083 and sg2083.state == 0:
state_chart.set_guard_property("player_dead", true)
state_chart.send_event("player_dead")
else:
state_chart.set_guard_property("player_dead", false)
if not out_range_cast.is_colliding():
state_chart.send_event("out_of_range")
elif in_range_cast.is_colliding():
state_chart.send_event("in_range")
if fmod(Game.time, 15.0) == 0.0:
Audio.play_sound(Audio.a_grumble,Audio.ac_boss)
func start_push() -> void:
state_chart.send_event("start_push")
func stop_push() -> void:
state_chart.send_event("stop_push")
func hurt(amount: float) -> void:
if hp <= 0.0:
return
hp -= amount * defense
hp = max(hp, 0.0)
emit_signal("health_changed", hp)
if hp <= 0.0:
state_chart.send_event("die")
emit_signal("died")
func _attack() -> void:
var sg2083 := get_node(sg2083_path)
if sg2083.has_method("hurt"):
var r = RandomNumberGenerator.new()
r.randomize()
var snd = r.randi_range(0,2)
match snd:
0:
Audio.play_sound(Audio.a_mech_hurt_1,Audio.ac_die)
1:
Audio.play_sound(Audio.a_mech_hurt_2,Audio.ac_die)
2:
Audio.play_sound(Audio.a_mech_hurt_3,Audio.ac_die)
sg2083.hurt(punch_damage)
sg2083.knock_back(punch_knockback)
func _on_Roar_state_entered() -> void:
animation_player.play("roar", 0.25)
func _roar() -> void:
if credits == false:
Audio.play_sound(Audio.a_famira, Audio.ac_boss)
func _on_Chasing_state_entered() -> void:
animation_player.play("chasing", 0.25)
func _on_Punching_state_entered() -> void:
animation_player.play("punching", 0.25)
func _on_PunchCooldown_state_entered() -> void:
animation_player.play("RESET", 0.5)
func _on_Shooting_state_entered() -> void:
animation_player.play("shooting")
func _on_PushedBack_state_entered() -> void:
animation_player.play("pushed", 0.25)
func _on_Dying_state_entered() -> void:
animation_player.play("die", 0.25)
Audio.play_sound(Audio.a_famira_die, Audio.ac_boss)
func _on_Chasing_state_physics_processing(delta) -> void:
position.x -= chase_speed * delta
func _on_PushedBack_state_physics_processing(delta) -> void:
hurt(sg2083_beam_dps * delta)
position.x += push_speed * delta
func _on_Shooting_state_physics_processing(delta) -> void:
if hurting and shoot_range_cast.is_colliding():
var sg2083 := get_node(sg2083_path)
if sg2083.has_method("hurt"):
var distance := shoot_range_cast.to_local(shoot_range_cast.get_collision_point()).x
var weight := inverse_lerp(shoot_range_cast.cast_to.x, 0.0, distance)
sg2083.hurt(breath_dps * weight * delta, true)
sg2083.knock_back(breath_knockback * weight * delta, true)
func _on_Hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group("hurt_famira"):
hurt(area.damage)
area.queue_free()