midori-school/sprites/common/natasha/natasha.gd

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GDScript3
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extends KinematicBody2D
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var theta: float = 0.0
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export(float,6.2831853) var alpha: float = 1.5
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var bullet = load("res://sprites/common/bullet/snowflake.tscn")
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const SPEED = 300.0
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const fspeed = 100.0
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const JUMP_VELOCITY = -400.0
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var vangle = 2
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var weakness = 2
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var player
var movex = 0
var movey = 0
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var attack = 87
var crit = 7
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var velocity
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func _ready():
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if Global.isboss:
Global.cboss = ["Natasha Dostoyevsky",20520,20520]
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var stimer = $Speed
stimer.start(0.05)
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#player = get_parent().root.get_node("Player")
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func get_vector(angle):
theta = angle + alpha
return Vector2(cos(theta),sin(theta))
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# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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onready var anim := $AnimationPlayer
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func _physics_process(delta):
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if Global.live == 1:
if Global.playerx < position.x && (position.x - Global.playerx) > 200:
movex = -1
elif Global.playerx > position.x && (Global.playerx - position.x) > 200:
movex = 1
else:
movex = 0
if Global.playery < position.y && (position.y - Global.playery) > 200:
movey = -1
elif Global.playery > position.y && (Global.playery - position.y) > 200:
movey = 1
else:
movey = 0
else:
movex = 0
movey = 0
velocity.x = movex * fspeed * delta
velocity.y = movey * fspeed * delta
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# Add the gravity.
#var velocity = Vector2.ZERO
#if Global.live == 1:
#velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
#position += velocity
position += velocity
if velocity.y > 0.3:
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vangle = 2
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elif velocity.y < -0.3:
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vangle = 0
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elif velocity.x > 0.3:
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vangle = 1
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elif velocity.x < -0.3:
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vangle = 3
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if velocity.y != 0 || velocity.x != 0:
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if vangle == 0:
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anim.play("nwalk")
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elif vangle == 1:
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anim.play("ewalk")
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elif vangle == 3:
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anim.play("wwalk")
else:
anim.play("swalk")
else:
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if vangle == 0:
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anim.play("nidle")
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elif vangle == 1:
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anim.play("eidle")
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elif vangle == 3:
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anim.play("widle")
else:
anim.play("sidle")
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#move_and_slide()
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func shoot(angle):
var new_bullet = bullet.instantiate()
new_bullet.position = Vector2(position.x, position.y)
new_bullet.direction = get_vector(angle)
new_bullet.btype = "boss"
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new_bullet.attack = attack
new_bullet.crit = crit
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get_parent().call_deferred("add_child",new_bullet)
func _on_speed_timeout():
if Global.live == 1:
shoot(theta)