pandemonium_demo_projects/2d/physics_platformer/enemy/enemy.gd

89 lines
1.8 KiB
GDScript

class_name Enemy
extends RigidBody2D
const WALK_SPEED = 50
enum State {
WALKING,
DYING,
}
var state = State.WALKING
var direction = -1
var anim = ""
var Bullet = preload("res://player/bullet.gd")
onready var rc_left = $RaycastLeft
onready var rc_right = $RaycastRight
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var new_anim = anim
if state == State.DYING:
new_anim = "explode"
elif state == State.WALKING:
new_anim = "walk"
var wall_side = 0.0
for i in range(s.get_contact_count()):
var cc = s.get_contact_collider_object(i)
var dp = s.get_contact_local_normal(i)
if cc:
if cc is Bullet and not cc.disabled:
# enqueue call
call_deferred("_bullet_collider", cc, s, dp)
break
if dp.x > 0.9:
wall_side = 1.0
elif dp.x < -0.9:
wall_side = -1.0
if wall_side != 0 and wall_side != direction:
direction = -direction
($Sprite as Sprite).scale.x = -direction
if direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding():
direction = -direction
($Sprite as Sprite).scale.x = -direction
elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
direction = -direction
($Sprite as Sprite).scale.x = -direction
lv.x = direction * WALK_SPEED
if anim != new_anim:
anim = new_anim
($AnimationPlayer as AnimationPlayer).play(anim)
s.set_linear_velocity(lv)
func _die():
queue_free()
func _pre_explode():
#make sure nothing collides against this
$Shape1.queue_free()
$Shape2.queue_free()
$Shape3.queue_free()
# Stay there
mode = MODE_STATIC
($SoundExplode as AudioStreamPlayer2D).play()
func _bullet_collider(cc, s, dp):
mode = MODE_RIGID
state = State.DYING
s.set_angular_velocity(sign(dp.x) * 33.0)
physics_material_override.friction = 1
cc.disable()
($SoundHit as AudioStreamPlayer2D).play()