86 lines
1.8 KiB
GDScript
86 lines
1.8 KiB
GDScript
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extends RigidBody2D
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# Member variables
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const STATE_WALKING = 0
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const STATE_DYING = 1
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var state = STATE_WALKING
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var direction = -1
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var anim = ""
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onready var rc_left = get_node("raycast_left")
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onready var rc_right = get_node("raycast_right")
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var WALK_SPEED = 50
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var bullet_class = preload("res://bullet.gd")
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func _die():
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queue_free()
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func _pre_explode():
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#make sure nothing collides against this
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get_node("shape1").queue_free()
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get_node("shape2").queue_free()
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get_node("shape3").queue_free()
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# Stay there
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set_mode(MODE_STATIC)
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get_node("sound_explode").play()
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func _integrate_forces(s):
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var lv = s.get_linear_velocity()
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var new_anim = anim
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if (state == STATE_DYING):
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new_anim = "explode"
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elif (state == STATE_WALKING):
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new_anim = "walk"
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var wall_side = 0.0
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for i in range(s.get_contact_count()):
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var cc = s.get_contact_collider_object(i)
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var dp = s.get_contact_local_normal(i)
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if (cc):
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if (cc is bullet_class and not cc.disabled):
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set_mode(MODE_RIGID)
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state = STATE_DYING
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#lv = s.get_contact_local_normal(i)*400
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s.set_angular_velocity(sign(dp.x)*33.0)
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set_friction(1)
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cc.disable()
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get_node("sound_hit").play()
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break
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if (dp.x > 0.9):
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wall_side = 1.0
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elif (dp.x < -0.9):
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wall_side = -1.0
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if (wall_side != 0 and wall_side != direction):
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direction = -direction
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get_node("sprite").scale.x=-direction
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if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
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direction = -direction
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get_node("sprite").scale.x=-direction
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elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
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direction = -direction
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get_node("sprite").scale.x=-direction
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lv.x = direction*WALK_SPEED
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if(anim != new_anim):
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anim = new_anim
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get_node("anim").play(anim)
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s.set_linear_velocity(lv)
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