Cleaned up skeleton script

This commit is contained in:
Logan 2020-07-20 15:06:03 -05:00
parent 6e2bc0c01d
commit 11f5d50964

View file

@ -10,60 +10,46 @@ func apply_gravity(delta, modifier = 1):
func _physics_process(_delta):
var dist = global_position.distance_to(Globals.player)
if Globals.player != null:
if $RayCast2D.get_collider() != null && $RayCast2D.get_collider().has_method("get_type") and $RayCast2D.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
if ShootDelay.is_stopped():
var temp = Spinning_Bone.instance()
get_tree().current_scene.add_child(temp)
temp.global_position = ProjectileSpawn.global_position
temp.launch_left()
ShootDelay.start()
elif $RayCast2D2.get_collider() != null && $RayCast2D2.get_collider().has_method("get_type") and $RayCast2D2.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
if ShootDelay.is_stopped():
var temp = Spinning_Bone.instance()
get_tree().current_scene.add_child(temp)
temp.global_position = ProjectileSpawn.global_position
temp.launch_right()
ShootDelay.start()
elif $RayCast2D3.get_collider() != null && $RayCast2D3.get_collider().has_method("get_type") and $RayCast2D3.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
if ShootDelay.is_stopped():
var temp = Spinning_Bone.instance()
get_tree().current_scene.add_child(temp)
temp.global_position = ProjectileSpawn.global_position
temp.launch_upleft()
ShootDelay.start()
elif $RayCast2D4.get_collider() != null && $RayCast2D4.get_collider().has_method("get_type") and $RayCast2D4.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
if ShootDelay.is_stopped():
var temp = Spinning_Bone.instance()
get_tree().current_scene.add_child(temp)
temp.global_position = ProjectileSpawn.global_position
temp.launch_upright()
ShootDelay.start()
else:
apply_gravity(_delta)
velocity.x *= speed
velocity = move_and_slide(velocity, UP)
if dist <= 400:
velocity.x = position.direction_to(Globals.player).normalized().x
else:
if $RayCast2D.get_collider() != null && $RayCast2D.get_collider().has_method("get_type") and $RayCast2D.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
throw_bone(Vector2.LEFT)
elif $RayCast2D2.get_collider() != null && $RayCast2D2.get_collider().has_method("get_type") and $RayCast2D2.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
throw_bone(Vector2.RIGHT)
elif $RayCast2D3.get_collider() != null && $RayCast2D3.get_collider().has_method("get_type") and $RayCast2D3.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
throw_bone(Vector2.UP + Vector2.LEFT)
elif $RayCast2D4.get_collider() != null && $RayCast2D4.get_collider().has_method("get_type") and $RayCast2D4.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
throw_bone(Vector2.UP + Vector2.RIGHT)
else:
apply_gravity(_delta)
velocity.x *= speed
velocity = move_and_slide(velocity, UP)
if dist <= 400:
velocity.x = position.direction_to(Globals.player).normalized().x
else:
velocity = Vector2(0, 0)
if velocity.x > 0:
$Skeleton.flip_h = false
elif velocity.x < 0:
$Skeleton.flip_h = true
# Kill
if health <= 0:
queue_free()
# Jump
if is_on_wall() and is_on_floor():
velocity.y = -150
func on_impact(collision):
if collision.collider.has_method("get_type"):
collision.collider.set_health(collision.collider.get_health() - 1)
if health == 0:
queue_free()
func throw_bone(direction):
if ShootDelay.is_stopped():
var temp = Spinning_Bone.instance()
get_tree().current_scene.add_child(temp)
temp.global_position = ProjectileSpawn.global_position
temp.launch_vector(direction)
ShootDelay.start()