godot-shooter / godot-4-testing / files / Enemy.gd
Branch godot-4-testing · default branch · all branches
Enemy.gd
| 1 | extends CharacterBody2D |
| 2 | |
| 3 | @onready var ray_cast_2d: RayCast2D = $RayCast2D |
| 4 | @onready var scene_tree: SceneTree = get_tree() |
| 5 | const utils = preload("res://Utils.gd") |
| 6 | var Explosion = preload("res://Explosion.tscn") |
| 7 | |
| 8 | @export var move_speed = 100 |
| 9 | @export var health: int = randi() % 8 + 2 |
| 10 | @export var max_health = 10 |
| 11 | |
| 12 | var dead = false |
| 13 | |
| 14 | func _process(delta: float) -> void: |
| 15 | $Graphics/Alive/Container/HealthLabel.text = "%s / %s" % [health, max_health] |
| 16 | $Graphics/Alive/Container.global_rotation = 0 |
| 17 | |
| 18 | func _physics_process(delta: float) -> void: |
| 19 | if dead: |
| 20 | return |
| 21 | var players = scene_tree.get_nodes_in_group("player") |
| 22 | var player: CharacterBody2D = players[0] |
| 23 | var dist_to_player = global_position.distance_to(player.global_position) |
| 24 | |
| 25 | var dir_to_player = global_position.direction_to(player.global_position) |
| 26 | var angle_to_player = dir_to_player.angle() + PI / 2.0 |
| 27 | var vel = dir_to_player * move_speed |
| 28 | global_rotation = angle_to_player |
| 29 | move_and_slide() |
| 30 | |
| 31 | var ray_length = ray_cast_2d.target_position.length() |
| 32 | if ray_cast_2d.is_colliding() and ray_cast_2d.get_collider() == player and dist_to_player < (ray_length + 5): |
| 33 | player.hurt() |
| 34 | var push = to_global(ray_cast_2d.target_position) - to_global(Vector2.ZERO) |
| 35 | player.position += (push * 2) |
| 36 | player.move_and_slide() |
| 37 | |
| 38 | func hurt(): |
| 39 | if dead: |
| 40 | return |
| 41 | utils.log("zombie is hurt, health was ", health) |
| 42 | health -= 1 |
| 43 | if health <= 0: |
| 44 | kill() |
| 45 | |
| 46 | func kill(): |
| 47 | if dead: |
| 48 | return |
| 49 | utils.log("zombie is dead") |
| 50 | dead = true |
| 51 | $Graphics/Alive.hide() |
| 52 | var explosion = Explosion.instantiate() |
| 53 | explosion.connect("explosion_done", Callable(self, "_on_death_explosion_finished")) |
| 54 | $Graphics.add_child(explosion) |
| 55 | $CollisionPolygon2D.disabled = true |
| 56 | z_index = -1 |
| 57 | |
| 58 | func _on_death_explosion_finished(): |
| 59 | utils.log("removing zombie after explosion finished") |
| 60 | queue_free() |