hero-mark-2/objects/enemy/cop.gd

180 lines
5.8 KiB
GDScript

tool
extends "res://objects/enemy/enemy.gd"
export var walk_speed = 25.0
export var left_boundary = 0.0 setget _set_left_boundary
export var right_boundary = 0.0 setget _set_right_boundary
export var direction = 1.0
export var idle_turns = 0
export var turn_time = 0.5
export var shoot_time = 1.0
export var bones_amount = 5
export var bones_speed = 50.0
onready var sprite = $AnimatedSprite
onready var shoot_position = $"%ShootPosition"
onready var shoot_cast = $"%ShootCast"
onready var graphics_cast = $"%GraphicsCast"
onready var shoot_line = $"%ShootLine"
onready var sparks = $SparkParticles
onready var muzzle_flash = $"%MuzzleFlashParticles"
var shooting = false
var turns = 0
const BoneParticle = preload("res://objects/enemy/bone_particle.tscn")
const EasyBullet = preload("res://objects/enemy/roboturret_proj.tscn")
const BulletCasing = preload("res://objects/enemy/bullet_casing.tscn")
func _ready():
if Engine.editor_hint:
update()
return
# convert boundaries into actual coordinate positions
left_boundary = position.x - left_boundary * 8.0
right_boundary = position.x + right_boundary * 8.0
# make facing match direction
sprite.scale.x = direction
# make animation speed sync to walk speed
sprite.speed_scale = inverse_lerp(0.0, 25.0, walk_speed)
func _physics_process(delta):
if Engine.editor_hint:
return
if !shooting:
# check for player in raycast
var collider = shoot_cast.get_collider()
if collider != null && (collider.is_in_group("player_hitbox") or collider.is_in_group("msx")):
if Game.get_sector(global_position) == Game.get_sector(collider.global_position):
if Game.is_easy_mode:
var easy_bullet = EasyBullet.instance()
easy_bullet.target_group = "player_hitbox"
easy_bullet.direction = sign(shoot_position.global_position.x - global_position.x)
easy_bullet.global_position = shoot_position.global_position
easy_bullet.speed = 100
get_parent().call_deferred("add_child", easy_bullet)
else:
# kill player and enter shooting state temporarily
collider.get_parent().die()
# play sound
Audio.play_sound(Audio.a_die_robot, Audio.ac_boss)
# muzzle flash
muzzle_flash.emitting = true
shooting = true
get_tree().create_timer(0.5, false).connect("timeout", self, "_stop_shoot")
sprite.play("shoot")
# check other raycast to find collision passing through player
graphics_cast.force_raycast_update()
var hit_position = graphics_cast.to_global(Vector2(256.0, 0.0))
if graphics_cast.is_colliding():
hit_position = graphics_cast.get_collision_point()
# set line point to point of collision
var hit_x = shoot_line.to_local(hit_position).x
shoot_line.points[1].x = hit_x
# shoot_line.visible = true
# get_tree().create_timer(0.05, false).connect("timeout", shoot_line, "set_visible", [false], CONNECT_DEFERRED)
# move and play sparks
sparks.global_position = hit_position
sparks.emitting = true
# spawn a bullet casing
var casing = BulletCasing.instance()
casing.rotation = rand_range(0.0, 2.0*PI) # random rotation
casing.global_position = shoot_position.global_position
casing.linear_velocity = Vector2(45.0 * rand_range(0.5, 1.5), 0.0).rotated(rand_range(-PI, 0.0))
casing.angular_velocity = rand_range(-PI*2.0, PI*2.0)
var timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
timer.connect("timeout", casing, "queue_free")
get_parent().call_deferred("add_child", casing)
return
# if there aren't turns, walk around
if turns == 0:
sprite.play("walk")
position.x += direction * walk_speed * delta
if position.x <= left_boundary:
position.x = left_boundary
direction = 1.0
_do_turn()
elif position.x >= right_boundary:
position.x = right_boundary
direction = -1.0
_do_turn()
func _do_turn():
if shooting:
get_tree().create_timer(turn_time, false).connect("timeout", self, "_do_turn")
return
sprite.play("idle")
# still pause with zero "turns"
if idle_turns <= 0:
# set turns to -1 to stop walking
turns = -1
# wait for turn_tie
yield(get_tree().create_timer(turn_time, false), "timeout")
sprite.scale.x *= -1.0
# wait a bit after turning
get_tree().create_timer(turn_time, false).connect("timeout", self, "set", ["turns", 0])
return
sprite.scale.x *= -1.0
if turns < idle_turns * 2:
turns += 1
get_tree().create_timer(turn_time, false).connect("timeout", self, "_do_turn")
else:
get_tree().create_timer(turn_time, false).connect("timeout", self, "set", ["turns", 0])
# turns = 0
func _stop_shoot():
shooting = false
shoot_line.visible = false
if turns == 0:
sprite.play("walk")
else:
sprite.play("idle")
# editor debug drawing
func _draw():
if Engine.editor_hint:
var left = -left_boundary * 8.0
var right = right_boundary * 8.0 + 8.0
draw_line(
Vector2(left, 0.0),
Vector2(right, 0.0),
Color(0.4, 0.2, 0.6, 0.75), 1.01, false
)
draw_line(
Vector2(left, 2.0),
Vector2(left, -2.0),
Color(0.4, 0.2, 0.6, 0.75), 1.01, false
)
draw_line(
Vector2(right, 2.0),
Vector2(right, -2.0),
Color(0.4, 0.2, 0.6, 0.75), 1.01, false
)
func _set_left_boundary(value):
left_boundary = value
if Engine.editor_hint:
update()
func _set_right_boundary(value):
right_boundary = value
if Engine.editor_hint:
update()
func die():
for n in bones_amount:
var bone = BoneParticle.instance()
bone.rotation = rand_range(0.0, 2.0*PI) # random rotation
bone.global_position = global_position
bone.linear_velocity = Vector2(bones_speed * rand_range(0.5, 1.5), 0.0).rotated(rand_range(-PI, 0.0))
bone.angular_velocity = rand_range(-PI*2.0, PI*2.0)
var timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
timer.connect("timeout", bone, "queue_free")
get_parent().call_deferred("add_child", bone)
.die() # call rest of enemy.gd die() funciton