50 lines
1.3 KiB
GDScript
50 lines
1.3 KiB
GDScript
extends CharacterBody2D
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@export var speed: int = 300
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@export var acceleration: float = 2
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@export var HP: int = 2
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var target: Node2D
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func _physics_process(delta):
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if target:
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animate_slime()
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move_slime()
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move_and_slide()
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func move_slime():
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var distance_to_player: Vector2
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distance_to_player = target.global_position - global_position
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var direction_normal: Vector2 = distance_to_player.normalized()
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#velocity = direction_normal * speed
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velocity = velocity.move_toward(direction_normal * speed, acceleration)
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func animate_slime():
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var normal_velocity: Vector2 = velocity.normalized()
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if normal_velocity.x > 0.707:
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$AnimatedSprite2D.play("move_right")
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elif normal_velocity.x < -0.707:
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$AnimatedSprite2D.play("move_left")
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if normal_velocity.y > 0.707:
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$AnimatedSprite2D.play("move_down")
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elif normal_velocity.y < -0.707:
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$AnimatedSprite2D.play("move_up")
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func take_damage():
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HP -= 1
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var flash_red_color: Color = Color(20, 0, 0)
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modulate = flash_red_color
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await get_tree().create_timer(0.2).timeout
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var original_color: Color = Color(1, 1, 1)
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modulate = original_color
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if (HP <= 0):
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$AnimatedSprite2D.hide()
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$GPUParticles2D.emitting = true
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await get_tree().create_timer(1).timeout
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$CollisionShape2D.set_deferred("disabled", true)
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queue_free()
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func _on_player_detect_area_body_entered(body):
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if body is Player:
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target = body
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