54 lines
1.4 KiB
GDScript
54 lines
1.4 KiB
GDScript
extends "res://objects/enemy/enemy.gd"
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signal entered_phase(phase)
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export var shot_speed = 50
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export var fire_rate: float = 1
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export var can_shoot = false
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var hp = 3
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onready var Bullet = preload("res://objects/enemy/2600_bullet.tscn")
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onready var positions = $Positions
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onready var shoot_timer = $ShootTimer
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onready var anims = $AnimationPlayer
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onready var head_sprite = $Body/Head
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func _on_ShootTimer_timeout():
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if can_shoot: shoot()
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func shoot():
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Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
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for pos in positions.get_children():
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var bullet = Bullet.instance()
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bullet.global_position = pos.global_position
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bullet.direction = Vector2.LEFT.rotated(pos.rotation)
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bullet.speed = shot_speed
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get_parent().add_child(bullet)
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shoot_timer.wait_time = fire_rate
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func _play_laser_sound(play: bool):
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if play:
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Audio.play_sound(Audio.a_rainbow_laser,Audio.ac_boss)
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else:
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Audio.ac_boss.playing = false
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func die():
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hp -= 1
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anims.play("Beam")
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match hp:
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2:
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Game.instance_node(load("res://objects/enemy/boss/collapse_blocks.tscn"),0,0,get_parent())
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emit_signal("entered_phase", 2)
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head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_cracked.png")
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1:
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shot_speed = 70
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fire_rate = 0.8
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emit_signal("entered_phase", 3)
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$Body/Head/Intelli.visible = true
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head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_broken.png")
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0:
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queue_free()
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emit_signal("entered_phase", 4)
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