hero-mark-2/objects/enemy/boss/sg2083.gd
2024-07-05 21:01:19 -04:00

181 lines
4.9 KiB
GDScript

extends KinematicBody2D
signal died()
signal health_changed(amount)
signal energy_changed(amount,laser_energy)
enum State {DEAD, STAND, FORWARD, BACK, DUCK, BEAM, INACTIVE}
const Bullet = preload("res://objects/enemy/2083_bullet.tscn")
const SmallExplosion = preload("res://objects/enemy/boss/2600_small_explosion.tscn")
export var hp: float = 100.0
export var max_energy: float = 100.0
export var energy_recovery: float = 5.0
export var shot_speed: float = 50.0
export var move_speed: float = 30.0
export var safe_from_breath: bool = false
export var make_explosions: bool = false
export var bullet_damage: float = 0.2
export var bullet_energy: float = 0.0
export var beam_energy: float = 75.0
export var duck_energy: float = 0.15
export var explosion_rect: Rect2
export var famira_path: NodePath
var state: int = State.STAND
var knockback: float = 0.0
var energy: float = max_energy
onready var bullet_positions = $"%BulletPositions"
onready var anims: AnimationPlayer = $"%AnimationPlayer"
onready var head_sprite = $"%Head"
func _physics_process(delta: float) -> void:
match state:
State.DEAD:
return
State.INACTIVE:
return
State.STAND:
if sign(Input.get_axis("move_up", "move_down") + get_stick_input(JOY_AXIS_1)) == 1 and energy >= duck_energy:
state = State.DUCK
anims.play("Duck")
elif Input.is_action_pressed("move_right"):
state = State.FORWARD
anims.play("Walk")
elif Input.is_action_pressed("move_left"):
state = State.BACK
anims.play("Walk", -1.0, -1.0, true)
State.DUCK:
if (!Input.is_action_pressed("move_down") && get_stick_input(JOY_AXIS_1) != 1) and anims.current_animation.empty():
anims.play("UnDuck")
energy -= duck_energy
State.FORWARD:
move_and_slide(Vector2(move_speed, 0.0))
State.BACK:
move_and_slide(Vector2(-move_speed, 0.0))
move_and_slide(Vector2(-knockback, 0.0))
knockback *= pow(0.1, delta)
set_energy(energy + energy_recovery * delta)
func _input(event: InputEvent) -> void:
if state == State.DEAD or state == State.INACTIVE:
return
if event.is_action_pressed("shoot") and (state == State.STAND or state == State.FORWARD or state == State.BACK) and energy >= bullet_energy:
shoot()
if event.is_action_pressed("jump") and state == State.STAND and energy >= beam_energy:
beam()
func get_stick_input(axis):
var inp = Input.get_joy_axis(0,axis)
if abs(inp) >= 0.5:
return sign(inp)
else:
return 0
func set_energy(value: float) -> void:
energy = clamp(value, 0.0, max_energy)
emit_signal("energy_changed", energy, beam_energy)
func land(duck: bool) -> void:
if duck:
anims.play("Duck")
else:
anims.play("UnDuck")
func shoot() -> void:
set_energy(energy - bullet_energy)
Audio.play_sound(Audio.a_vulcan,Audio.ac_menu)
for pos in bullet_positions.get_children():
var bullet = Bullet.instance()
bullet.global_position = pos.global_position
bullet.direction = Vector2.LEFT.rotated(pos.rotation)
bullet.speed = shot_speed
bullet.damage = bullet_damage
get_parent().add_child(bullet)
func beam() -> void:
state = State.BEAM
var tween = create_tween()
tween.tween_method(self, "set_energy", energy, energy - beam_energy, 0.9)
anims.play("Beam")
func hurt(amount: float, can_duck: bool = false) -> void:
if can_duck and state == State.DUCK:
return
hp -= amount
emit_signal("health_changed", hp)
if state != State.DEAD and hp <= 0.0:
state = State.DEAD
emit_signal("died")
anims.play("die")
func knock_back(amount: float, can_duck: bool = false) -> void:
if can_duck and state == State.DUCK:
return
knockback += amount
print("YOWCH")
func _play_laser_sound(play: bool):
var famira = get_node(famira_path)
if play:
if famira.has_method("start_push"):
famira.start_push()
Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_collectible)
else:
if famira.has_method("stop_push"):
famira.stop_push()
Audio.ac_collectible.playing = false
func _play_charge_sound(play: bool):
if play:
Audio.play_sound(Audio.a_2600_charge,Audio.ac_collectible)
else:
Audio.ac_collectible.playing = false
func _spawn_explosions() -> void:
while make_explosions:
yield(get_tree().create_timer(randf() * 0.5, false), "timeout")
var explosion = SmallExplosion.instance()
explosion.position = Vector2(
rand_range(explosion_rect.position.x, explosion_rect.end.x),
rand_range(explosion_rect.position.y, explosion_rect.end.y)
)
add_child(explosion)
func _on_animation_finished(anim_name: String) -> void:
if state == State.INACTIVE:
return
match anim_name:
"UnDuck":
state = State.STAND
"Walk":
if state == State.FORWARD and Input.is_action_pressed("move_right"):
anims.play("Walk")
elif state == State.BACK and Input.is_action_pressed("move_left"):
anims.play("Walk", -1.0, -1.0, true)
else:
state = State.STAND
"Beam":
state = State.STAND
"die":
var map = Game.get_map()
var gover = load("res://menus/game_over.tscn").instance()
map.add_child(gover)