added enemy hitboxes and damage

This commit is contained in:
2021-12-07 22:18:58 -06:00
parent 7d04c41d79
commit 06a90e9e9a
9 changed files with 516 additions and 426 deletions

View File

@@ -4,25 +4,55 @@ const SPEED: int = 50
var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO
var health: int = 2
var hit: bool = false
var counter: int = 0
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
if player:
if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED
if hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite.visible = false
else:
$AnimatedSprite.visible = true
counter += 1
velocity = Vector2.ZERO
else:
counter = 0
hit = false
velocity = move_and_slide(velocity)
return
func _on_player_detector_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player':
player = area.get_parent()
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
return
func _on_player_detector_area_exited(_area: Area2D):
player = null
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = null
return
func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if health <= 0:
call_deferred('queue_free')
return