the-crypt/ai/Script/ogre.gd
2020-07-23 23:04:24 -05:00

57 lines
1.4 KiB
GDScript

extends Enemy
var contact_damage = 0.5
export var stationary: bool = false
onready var Spr = $Sprite
onready var DamageCD = $DamageCD
onready var Hurtbox = $Area2D
func _ready():
gravity = 100
speed = 50
health = 5
func _physics_process(delta):
print(is_on_wall())
if knockback != Vector2.ZERO:
knockback = lerp(knockback, Vector2.ZERO, 0.5)
move_and_slide(-knockback * knockback_amount)
if knockback.x < 1 and -1 < knockback.x and knockback.y < 1 and -1 < knockback.y:
knockback = Vector2.ZERO
return
var player = Player.position
var distance = global_position.distance_to(player)
if distance <= 250 and is_on_floor():
if player.x > global_position.x:
Spr.flip_h = false
velocity.x = speed
elif player.x < global_position.x:
Spr.flip_h = true
velocity.x = -speed
else:
velocity.x = 0
if stationary:
velocity.x = 0
if health <= 0:
queue_free()
if not is_on_floor():
velocity.y = gravity
if is_on_floor() and is_on_wall() == true:
velocity.y = -150
velocity = move_and_slide(velocity, Vector2.UP)
deal_damage()
func deal_damage():
if DamageCD.is_stopped():
for body in Hurtbox.get_overlapping_bodies():
if body.has_method("get_type") && body.get_type() == "player":
body.health -= contact_damage
DamageCD.start()
func do_knockback(normal):
if Spr.flip_h == true:
knockback = Vector2(-4, -4)
else:
knockback = Vector2(4, 0)