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