85 lines
2.2 KiB
GDScript
85 lines
2.2 KiB
GDScript
tool
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extends "res://objects/enemy/enemy.gd"
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export var left_boundary: float = 0.0
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export var right_boundary: float = 0.0
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export var direction: float = 1.0
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export var speed: float = 50.0
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export var jump_distance: float = 0.0
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export var jump_speed: float = 50.0
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var _jumping: bool = false
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var _jump_direction: float = -1.0
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onready var hitbox: Area2D = $Hitbox
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onready var sprite: AnimatedSprite = $Hitbox/Sprite
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onready var detect_player_cast: RayCast2D = $"%DetectPlayerCast"
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func _ready() -> void:
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if Engine.editor_hint:
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return
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left_boundary *= 8.0
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right_boundary *= 8.0
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jump_distance *= 8.0
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detect_player_cast.cast_to = Vector2(0.0, -jump_distance)
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speed *= Game.enemy_speed_factor
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func _physics_process(delta: float) -> void:
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if Engine.editor_hint:
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return
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# check for player and jump
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if detect_player_cast.is_colliding():
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_jumping = true
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# move if not jumping
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if _jumping:
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hitbox.position.y += _jump_direction * jump_speed * delta
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if hitbox.position.y >= 8.0:
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hitbox.position.y = 0.0
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_jump_direction = -1.0
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hitbox.scale.y = 1.0
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_jumping = false
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elif hitbox.position.y <= -jump_distance - 8.0:
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hitbox.position.y = -jump_distance
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_jump_direction = 1.0
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hitbox.scale.y = -1.0
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_jumping = false
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else:
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hitbox.position.x += direction * speed * delta
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if hitbox.position.x >= right_boundary:
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hitbox.position.x = right_boundary
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direction = -1.0
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sprite.flip_h = true
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elif hitbox.position.x <= -left_boundary:
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hitbox.position.x = -left_boundary
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direction = 1.0
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sprite.flip_h = false
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func _process(delta: float) -> void:
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if Engine.editor_hint and Engine.get_frames_drawn() % 10 == 0:
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update()
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func _draw() -> void:
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if Engine.editor_hint:
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# bottom travel zone
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draw_line(
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Vector2(-left_boundary * 8.0, 4.0),
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Vector2(right_boundary * 8.0 + 8.0, 4.0),
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Color(0.4, 0.2, 0.6, 0.75), 1.01, false
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)
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# top travel zone
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draw_line(
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Vector2(-left_boundary * 8.0, -jump_distance * 8.0 - 4.0),
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Vector2(right_boundary * 8.0 + 8.0, -jump_distance * 8.0 - 4.0),
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Color(0.4, 0.2, 0.6, 0.75), 1.01, false
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)
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# jump line
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draw_line(
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Vector2(4.0, 4.0),
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Vector2(4.0, -jump_distance * 8.0 - 4.0),
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Color(0.4, 0.2, 0.6, 0.75), 1.01, false
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)
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