godot-shooter / change-html-template / files / Enemy.gd
Branch change-html-template · default branch · all branches
Enemy.gd
| 1 | extends KinematicBody2D |
| 2 | class_name Enemy |
| 3 | |
| 4 | onready var ray_cast_2d: RayCast2D = $RayCast2D |
| 5 | onready var damage_points = $DamagePoints |
| 6 | const Utils = preload("res://Utils.gd") |
| 7 | const Explosion = preload("res://Explosion.tscn") |
| 8 | const Smoke = preload("res://Smoke.tscn") |
| 9 | |
| 10 | export var move_speed = 40 |
| 11 | export var turn_rate = 0.01 |
| 12 | export var health = -1 |
| 13 | export var max_health = 10 |
| 14 | export var is_targeted = false |
| 15 | export var is_invincible = false |
| 16 | signal enemy_killed |
| 17 | |
| 18 | var velocity = Vector2.ZERO |
| 19 | var dead = false |
| 20 | |
| 21 | func _ready() -> void: |
| 22 | $AnimationPlayer.play("fade_in") |
| 23 | if health < 0 or health > max_health: |
| 24 | health = max_health |
| 25 | else: |
| 26 | var hurt_points = max_health - health |
| 27 | health = max_health |
| 28 | for i in hurt_points: |
| 29 | hurt() |
| 30 | |
| 31 | func _process(_delta: float) -> void: |
| 32 | $Graphics/Alive/Container/HealthLabel.text = "%s / %s" % [health, max_health] |
| 33 | $Graphics/Alive/Container.global_rotation = 0 |
| 34 | $Graphics/Alive/Target.visible = is_targeted |
| 35 | $Graphics/Alive/Target.global_rotation = 0 |
| 36 | |
| 37 | func _physics_process(_delta: float) -> void: |
| 38 | if dead: |
| 39 | return |
| 40 | |
| 41 | velocity = move_and_slide(velocity) |
| 42 | global_rotation = velocity.angle() + PI/2.0 |
| 43 | |
| 44 | var ray_length = ray_cast_2d.cast_to.length() |
| 45 | if ray_cast_2d.is_colliding(): |
| 46 | var players = get_tree().get_nodes_in_group("player") |
| 47 | var player: Player = players[0] |
| 48 | var dist_to_player = global_position.distance_to(player.global_position) |
| 49 | if ray_cast_2d.get_collider() == player and dist_to_player < (ray_length + 5): |
| 50 | player.hurt(2) |
| 51 | var explosion = Explosion.instance() |
| 52 | explosion.transform = transform |
| 53 | get_parent().add_child(explosion) |
| 54 | kill() |
| 55 | |
| 56 | func turn_towards(pos: Vector2): |
| 57 | var to_dir = (pos - global_position).normalized() |
| 58 | var curr_dir = velocity.normalized() |
| 59 | var dir_diff = to_dir - curr_dir |
| 60 | var change = dir_diff.normalized() * turn_rate * move_speed |
| 61 | velocity = (velocity + change).normalized() * move_speed |
| 62 | |
| 63 | func hurt(): |
| 64 | if dead || is_invincible: |
| 65 | return |
| 66 | health -= 1 |
| 67 | var smoke = Smoke.instance() |
| 68 | var smoke_pos = get_damage_point_on_body() |
| 69 | smoke.position = smoke_pos |
| 70 | add_child(smoke) |
| 71 | if health <= 0: |
| 72 | kill() |
| 73 | |
| 74 | func kill(): |
| 75 | if dead || is_invincible: |
| 76 | return |
| 77 | dead = true |
| 78 | $Graphics/Alive.hide() |
| 79 | $CollisionPolygon2D.set_deferred("disabled", true) |
| 80 | var explosion = Explosion.instance() |
| 81 | explosion.connect("explosion_done", self, "_on_death_explosion_finished") |
| 82 | $Graphics.add_child(explosion) |
| 83 | z_index = -1 |
| 84 | emit_signal("enemy_killed") |
| 85 | |
| 86 | func _on_death_explosion_finished(): |
| 87 | $AnimationPlayer.play("fade_out") |
| 88 | |
| 89 | func get_damage_point_on_body() -> Vector2: |
| 90 | var child_count = damage_points.get_child_count() |
| 91 | var random_index = randi() % child_count |
| 92 | var random_child: Position2D = damage_points.get_child(random_index) |
| 93 | return random_child.position |
| 94 | |
| 95 | func remove_thyself(): |
| 96 | queue_free() |
| 97 | |
| 98 | func _on_Area2D_body_entered(body: Node) -> void: |
| 99 | var players = get_tree().get_nodes_in_group("player") |
| 100 | var player: Player = players[0] |
| 101 | var is_player = body == player |
| 102 | if is_player: |
| 103 | player.hurt(2) |
| 104 | var explosion = Explosion.instance() |
| 105 | explosion.transform = transform |
| 106 | get_parent().add_child(explosion) |
| 107 | kill() |
| 108 |