102 lines
2.6 KiB
GDScript
102 lines
2.6 KiB
GDScript
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/arrow.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 = 1
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var movex = 0
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var movey = 0
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var attack = 59
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var crit = 5
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var velocity = Vector2(0,0)
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func _ready():
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if Global.isboss:
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Global.cboss = ["Kimberly Arch",0,0]
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var stimer = $Speed
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stimer.start(0.05)
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func get_vector(angle):
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theta = angle + alpha
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return Vector2(cos(theta),sin(theta))
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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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:
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if Global.playerx < position.x && (position.x - Global.playerx) > 200:
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movex = -1
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elif Global.playerx > position.x && (Global.playerx - position.x) > 200:
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movex = 1
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else:
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movex = 0
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if Global.playery < position.y && (position.y - Global.playery) > 200:
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movey = -1
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elif Global.playery > position.y && (Global.playery - position.y) > 200:
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movey = 1
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else:
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movey = 0
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else:
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movex = 0
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movey = 0
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velocity.x = movex * fspeed * delta
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velocity.y = movey * fspeed * delta
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# Add the gravity.
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#var velocity = Vector2.ZERO
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#if Global.live == 1:
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#velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
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#origmpos = get_viewport().get_mouse_position()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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#position += velocity
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position += velocity
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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")
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else:
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anim.play("swalk")
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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")
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else:
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anim.play("sidle")
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#move_and_slide()
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func shoot(angle):
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var new_bullet = bullet.instance()
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new_bullet.position = Vector2(position.x, position.y)
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new_bullet.direction = get_vector(angle)
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new_bullet.btype = "boss"
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new_bullet.attack = attack
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new_bullet.crit = crit
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new_bullet.speciality = 3
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get_parent().call_deferred("add_child",new_bullet)
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func _on_speed_timeout():
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if Global.live == 1:
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shoot(theta)
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