2020-07-19 23:45:39 -05:00
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extends Enemy
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2020-07-20 14:24:15 -05:00
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var contact_damage = 0.5
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2020-07-19 23:45:39 -05:00
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onready var Spr = $Sprite
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onready var DamageCD = $DamageCD
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2020-07-20 14:24:15 -05:00
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onready var Hurtbox = $Area2D
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2020-07-19 23:45:39 -05:00
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func _ready():
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2020-07-20 14:24:15 -05:00
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speed = 50
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2020-07-21 01:07:58 -05:00
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health = 3.5
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2020-07-19 23:45:39 -05:00
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func _physics_process(delta):
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2020-07-21 01:07:58 -05:00
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Player.current_scene = "res://levels/World.tscn"
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2020-07-20 23:24:09 -05:00
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if knockback != Vector2.ZERO:
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knockback = lerp(knockback, Vector2.ZERO, 0.5)
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move_and_slide(-knockback * knockback_amount)
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if knockback.x < 1 and -1 < knockback.x and knockback.y < 1 and -1 < knockback.y:
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knockback = Vector2.ZERO
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return
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var player = Player.position
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2020-07-19 23:45:39 -05:00
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var distance = global_position.distance_to(player)
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if distance <= 400:
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if player.x > global_position.x:
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Spr.flip_h = false
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velocity.x = speed
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elif player.x < global_position.x:
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Spr.flip_h = true
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velocity.x = -speed
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2020-07-20 00:10:29 -05:00
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if health <= 0:
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queue_free()
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2020-07-19 23:45:39 -05:00
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if not is_on_floor():
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2020-07-20 14:24:15 -05:00
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velocity.y = 50
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velocity = move_and_slide(velocity)
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deal_damage()
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func deal_damage():
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if DamageCD.is_stopped():
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for body in Hurtbox.get_overlapping_bodies():
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if body.has_method("get_type") && body.get_type() == "player":
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body.health -= contact_damage
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DamageCD.start()
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2020-07-21 01:07:58 -05:00
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func do_knockback(normal):
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if Spr.flip_h == true:
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knockback = Vector2(-4, -4)
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else:
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knockback = Vector2(4, 0)
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