actionrpg-heartbeast/ActionRPG-HeartBeast/Enemies/Bat.gd
2024-11-20 17:22:31 -05:00

63 lines
1.5 KiB
GDScript

extends KinematicBody2D
const EnemyDeathEffect = preload("res://Effects/EnemyDeathEffect.tscn")
export var ACCELERATION = 300
export var MAX_SPEED = 50
export var FRICTION = 200
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
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()
WANDER:
pass
CHASE:
var player = playerDetectionZone.player
if player != null:
var direction = (player.global_position - global_position).normalized()
velocity = velocity.move_toward(direction * MAX_SPEED, ACCELERATION * delta)
else:
state = IDLE
sprite.flip_h = velocity.x < 0
velocity = move_and_slide(velocity)
func seek_player():
if playerDetectionZone.can_see_player():
state = CHASE
func _on_Hurtbox_area_entered(area):
stats.health -= area.damage
knockback = area.knockback_vector * 120
hurtbox.create_hit_effect()
#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