hero-mark-2/objects/environment/falling_block/falling_block.gd

63 lines
1.6 KiB
GDScript

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