extends KinematicBody2D var theta: float = 0.0 export(float,6.2831853) var alpha: float = 1.5 var bullet = load("res://sprites/common/bullet/fireball.tscn") const SPEED = 300.0 const fspeed = 100.0 const JUMP_VELOCITY = -400.0 var vangle = 2 var weakness = 1 var movex = 0 var movey = 0 var attack = 59 var crit = 5 var velocity = Vector2(0,0) func _ready(): if Global.isboss: Global.cboss = ["Pamela Hashimoto",800,800] var stimer = $Speed stimer.start(0.05) func get_vector(angle): theta = angle + alpha return Vector2(cos(theta),sin(theta)) # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") onready var anim := $AnimationPlayer func _physics_process(delta): 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 # 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: vangle = 2 elif velocity.y < -0.3: vangle = 0 elif velocity.x > 0.3: vangle = 1 elif velocity.x < -0.3: vangle = 3 if velocity.y != 0 || velocity.x != 0: if vangle == 0: anim.play("nwalk") elif vangle == 1: anim.play("ewalk") elif vangle == 3: anim.play("wwalk") else: anim.play("swalk") else: if vangle == 0: anim.play("nidle") elif vangle == 1: anim.play("eidle") elif vangle == 3: anim.play("widle") else: anim.play("sidle") #move_and_slide() func shoot(angle): var new_bullet = bullet.instance() new_bullet.position = Vector2(position.x, position.y) new_bullet.direction = get_vector(angle) new_bullet.btype = "boss" new_bullet.attack = attack new_bullet.crit = crit new_bullet.speciality = 3 get_parent().call_deferred("add_child",new_bullet) func _on_speed_timeout(): if Global.live == 1: shoot(theta)