62 lines
1.6 KiB
GDScript
62 lines
1.6 KiB
GDScript
extends KinematicBody2D
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var fall = false
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export var fall_speed = 0.5
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onready var startpos = position
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onready var fall_timer = $FallTimer
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onready var refresh_timer = $RefreshTimer
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onready var crush_area = $CrushArea
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onready var collision_shape = $CollisionShape2D
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onready var anims = $AnimationPlayer
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onready var sprite = $Sprite
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func _ready():
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# adjust to difficulty
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fall_speed *= Game.enemy_speed_factor
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fall_timer.wait_time /= Game.enemy_speed_factor
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func _physics_process(delta):
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#Fall
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if fall:
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position.y += fall_speed
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#Crush the player
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for area in crush_area.get_overlapping_areas():
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if area.is_in_group("player_hitbox"):
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var player = area.get_parent()
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if player.is_on_floor():
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player.die()
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#Play animation when disappearing
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if !refresh_timer.is_stopped() && refresh_timer.get_time_left() <= 0.6:
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anims.play("disappear")
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func _on_Area2D_area_entered(area):
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if area.is_in_group("player_hitbox"):
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fall_timer.start()
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sprite.frame = 1
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#func _on_VisibilityNotifier2D_screen_exited():
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# position = startpos
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# fall = false
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# refresh_timer.stop()
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# anims.play("disappear", -1, -1.0, true)
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func _on_RefreshTimer_timeout():
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collision_shape.disabled = true # disable collision
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# re-enable collision and set position at end of frame
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call_deferred("set_position", startpos)
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collision_shape.call_deferred("set_disabled", false)
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fall = false
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anims.play("idle")
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anims.play("disappear", -1, -1.0, true)
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sprite.frame = 0
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func _on_FallTimer_timeout():
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fall = true
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refresh_timer.start()
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#func _on_Area2D_area_exited(area):
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# if area.is_in_group("player_hitbox") && graphic == Graphics.GRAVEYARD:
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# sprite.frame = 0
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