actionrpg-heartbeast/ActionRPG-HeartBeast/Enemies/Bat.gd
2024-12-01 21:20:10 -05:00

100 lines
2.6 KiB
GDScript

extends KinematicBody2D
const EnemyDeathEffect = preload("res://Effects/EnemyDeathEffect.tscn")
export var ACCELERATION = 300
export var MAX_SPEED = 50
export var FRICTION = 200
export var WANDER_TARGET_RANGE = 4
enum {
IDLE,
WANDER,
CHASE
}
var knockback = Vector2.ZERO
var velocity = Vector2.ZERO
var state = IDLE
onready var sprite = $AnimatedSprite
onready var stats = $Stats
onready var playerDetectionZone = $PlayerDetectionZone
onready var hurtbox = $Hurtbox
onready var softCollision = $SoftCollision
onready var wanderController = $WanderController
onready var animationPlayer = $AnimationPlayer
func _ready():
state = pick_new_state([IDLE,WANDER])
func _physics_process(delta):
knockback = knockback.move_toward(Vector2.ZERO, 200 * delta)
knockback = move_and_slide(knockback)
match state:
IDLE:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
seek_player()
if wanderController.get_time_left() == 0:
update_wander()
WANDER:
seek_player()
if wanderController.get_time_left() == 0:
update_wander()
accelerate_towards_point(wanderController.target_position,delta)
if global_position.distance_to(wanderController.target_position) <= WANDER_TARGET_RANGE:
update_wander()
CHASE:
var player = playerDetectionZone.player
if player != null:
accelerate_towards_point(player.global_position,delta)
else:
state = IDLE
sprite.flip_h = velocity.x < 0
if softCollision.is_colliding():
velocity += softCollision.get_push_vector() * delta * 400
velocity = move_and_slide(velocity)
func accelerate_towards_point(point,delta):
var direction = global_position.direction_to(point)
sprite.flip_h = velocity.x < 0
velocity = velocity.move_toward(direction * MAX_SPEED, ACCELERATION * delta)
func update_wander():
state = pick_new_state([IDLE, WANDER])
wanderController.start_wander_timer(rand_range(1,3))
func seek_player():
if playerDetectionZone.can_see_player():
state = CHASE
func pick_new_state(state_list):
#return state_list.pick_random()
state_list.shuffle()
return state_list.pop_front()
func _on_Hurtbox_area_entered(area):
stats.health -= area.damage
knockback = area.knockback_vector * 120
hurtbox.create_hit_effect()
hurtbox.start_invincibility(0.4)
#queue_free() # Replace with function body.
func _on_Stats_no_health():
queue_free()
var enemyDeathEffect = EnemyDeathEffect.instance()
get_parent().add_child(enemyDeathEffect)
enemyDeathEffect.global_position = global_position
func _on_Hurtbox_invincibility_started():
animationPlayer.play("Start")
func _on_Hurtbox_invincibility_ended():
animationPlayer.play("Stop")