GodotWIP/Enemy2-KinematicBody2D.gd

77 lines
2.4 KiB
GDScript

class_name Enemy2 extends KinematicBody2D
var velocity = Vector2(0,0)
var direction = Vector2(1,0)
export var player_number: int = 1
onready var movement_animations: AnimatedSprite = $AnimatedSprite
onready var movement_state_machine: Node = $Controllers/state_machine
onready var player_move_component = $Controllers/decision_component
onready var player_hurtbox = $Hurtbox/CollisionShape2D
onready var enemy_hitbox = $Hitbox/CollisionShape2D
onready var player_detection = $PlayerDetection
onready var gun = $Gun
func _ready() -> void:
movement_state_machine.init(self, movement_animations, player_move_component)
func _physics_process(delta: float) -> void:
movement_state_machine.process_physics(delta)
# #TODO: So much hack
# if direction.x != 0:
# gun.set_scale( Vector2(direction.x,1))
if direction.x < 0:
var t = Transform2D()
# Translation
t.origin = Vector2(gun.offset_position.x * -1, gun.offset_position.y)
gun.transform = t
player_detection.cast_to = Vector2(-20,0)
#var t2 = Transform2D.FLIP_Y
#enemy_hitbox.transform = Transform2D.FLIP_Y
$Hitbox.transform = Transform2D.FLIP_X
elif direction.x > 0:
var t = Transform2D()
# Translation
t.origin = Vector2(gun.offset_position.x, gun.offset_position.y)
gun.transform = t
player_detection.cast_to = Vector2(20,0)
#enemy_hitbox.transform = Transform2D.IDENTITY
$Hitbox.transform = Transform2D.IDENTITY
func _process(delta: float) -> void:
movement_state_machine.process_frame(delta)
player_move_component.current_state_name = movement_state_machine.current_state.name
func _on_AnimatedSprite_animation_finished():
if movement_animations.frames.get_animation_loop(movement_animations.animation) == false:
movement_state_machine.current_state.animation_index += 1
func set_hurtbox(enabled: bool):
#player_hurtbox.disabled = enabled #nope
player_hurtbox.set_deferred("disabled", !enabled) #WTF Apparently this is how to do it
#$Hurtbox.monitoring = enabled #nope
#$Hurtbox.set_deferred("monitoring", enabled) #works
#$Hurtbox.monitoring = false #nope
#$Hurtbox.set_monitoring(enabled) # Nope
func set_hitbox(enabled: bool):
#player_hurtbox.disabled = enabled #nope
enemy_hitbox.set_deferred("disabled", !enabled) #WTF Apparently this is how to do it
func shoot_projectile():
var is_shooting = false
is_shooting = gun.shoot(direction.x)
func _on_Hurtbox_body_entered(body):
print("Body Ouch. (Enemy)",body)
movement_state_machine.change_state($Controllers/state_machine/hurt)