72 lines
2.3 KiB
GDScript
72 lines
2.3 KiB
GDScript
extends ReferenceRect
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export var speed : float = 5.0
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const BULLET_PATH = "res://objects/characters/monsters/03/bullet.tscn"
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var velocity = Vector2(speed, 0)
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export var cooldown_time: float = 3.0
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export var bullet_speed: float = 3.0
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export var damage: int = 10
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onready var level = get_parent()
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var cooldown = false
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onready var bullet_scene = preload(BULLET_PATH)
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var bullet_vector = Vector2.ZERO
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# Called when the node enters the scene tree for the first time.
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func _ready():
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randomize()
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$monster.position.x = fmod(randi(), rect_size.x)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _physics_process(delta):
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# Move only if shoot animation is not played
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if not $monster/Animation.is_playing():
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_movement()
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# Check angle and distance
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var angle = $monster.global_position.angle_to_point(GlobalState.player.global_position)
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var rounded_angle = fmod(abs(round(rad2deg(angle))), 90)
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var distance = $monster.global_position.distance_to(GlobalState.player.global_position)
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var direction = ($monster.global_position - GlobalState.player.global_position).normalized()
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var player_is_left = direction.x > 0
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# Shoot if in right distance/angle
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if rounded_angle == 45 and cooldown == false \
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and player_is_left != $monster/AnimatedSprite.flip_h \
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and GlobalState.player.global_position.y <= rect_global_position.y + rect_size.y:
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cooldown = true
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# calculate bullet velocity
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bullet_vector = ($monster.global_position - GlobalState.player.global_position).normalized()
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$monster/CastSound.play()
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$monster/Animation.play("shoot")
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yield(get_tree().create_timer(cooldown_time), "timeout")
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cooldown = false
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func _movement():
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# Move monster
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$monster.position += velocity
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if $monster.position.x >= rect_size.x or $monster.position.x <= 0:
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velocity.x = -velocity.x
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$monster/AnimatedSprite.flip_h = velocity.x > 0
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func _on_Animatio_finished(anim_name):
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if anim_name == "shoot" and $monster/Animation.current_animation_position != 0:
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# generate bullet
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var bullet = bullet_scene.instance()
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bullet.global_position = $monster.global_position
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if $monster/AnimatedSprite.flip_h:
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bullet.global_position.x += 70
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bullet.velocity = bullet_vector * bullet_speed
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bullet.damage = damage
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level.add_child(bullet)
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$monster/ShootSound.play()
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$monster/Animation.play_backwards("shoot")
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