midori-school/sprites/common/bullet/snowflake.gd
2024-12-07 13:00:53 -07:00

87 lines
2.7 KiB
GDScript

extends Area2D
var velocity: Vector2 = Vector2()
var direction
var speed = 100
var btype
var isvisible
var speciality
var attack
var crit
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
isvisible = $VisibleOnScreenNotifier2D
add_to_group(btype)
attack = attack * Global.difdamage
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _physics_process(delta):
if isvisible.is_on_screen() && Global.live != 4:
if direction == null:
position += velocity * delta
else:
position += speed * delta * direction
func _on_body_entered(body):
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 0:
Global.result[3] += attack * crit
#Input.start_joy_vibration(0,0,1,3)
if Global.debug:
if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else:
if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
else:
Global.result[3] += attack
#Input.start_joy_vibration(0,1,0,2)
if Global.debug:
if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack
else:
Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0
else:
if Global.cstats[Global.party[Global.cpchar][0]][0] > attack:
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 0:
if Global.cboss[1] >= (attack * crit):
Global.cboss[1] -= attack * crit
else:
Global.cboss[1] = 0
else:
if Global.cboss[1] >= (attack):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 0:
pass
elif !body.is_in_group("enemies") && body.is_in_group("boss") && !body.is_in_group("players"):
queue_free()
#if body.is_in_group("players"):
# Global.live = 2
#elif body.is_in_group("enemies"):
# Global.live = 3
#elif body.is_in_group("boss"):
# Global.live = 3
func _on_area_entered(area):
if !area.is_in_group(btype):
queue_free()
#pass # Replace with function body.