100 lines
2.5 KiB
GDScript
100 lines
2.5 KiB
GDScript
extends CharacterBody2D
|
|
|
|
var theta: float = 0.0
|
|
@export_range(0,2*PI) var alpha: float = 1.5
|
|
var bullet = load("res://sprites/common/bullet/arrow.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
|
|
|
|
|
|
func _ready():
|
|
if Global.isboss:
|
|
Global.cboss = ["Kimberly Arch",0,0]
|
|
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.instantiate()
|
|
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
|
|
get_parent().call_deferred("add_child",new_bullet)
|
|
|
|
|
|
func _on_speed_timeout():
|
|
if Global.live == 1:
|
|
shoot(theta)
|