Files
Embodiment/Enemies/Ghost Enemy.gd

62 lines
1.5 KiB
GDScript

extends KinematicBody2D
export var fireball: PackedScene
var player: KinematicBody2D = null
var move: Vector2 = Vector2.ZERO
const SPEED: int = 50
var counter: int = 0
var velocity: Vector2 = Vector2.ZERO
var health: int = 4
func _ready() -> void:
visible = false
return
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED
velocity = move_and_slide(velocity)
return
func _on_Area2D_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
if counter == 0:
self.visible = true
$AnimatedSprite.play('appear')
counter = 1
return
func _on_AnimatedSprite_animation_finished() -> void:
$AnimatedSprite.play('idle')
return
func _on_Hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if health <= 0:
$AnimatedSprite.play('vanish')
yield($AnimatedSprite, 'animation_finished')
call_deferred('queue_free')
return
func _on_Projectile_Timer_timeout() -> void:
if player:
var projectile: Node = fireball.instance()
projectile.init($AnimatedSprite.global_position, player.position)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
$AnimatedSprite.play('shriek')
return