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-rw-r--r--demos/2d/platformer/enemy.gd91
1 files changed, 38 insertions, 53 deletions
diff --git a/demos/2d/platformer/enemy.gd b/demos/2d/platformer/enemy.gd
index a264cd0cff..5a4d8af579 100644
--- a/demos/2d/platformer/enemy.gd
+++ b/demos/2d/platformer/enemy.gd
@@ -1,98 +1,83 @@
extends RigidBody2D
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
const STATE_WALKING = 0
const STATE_DYING = 1
-
var state = STATE_WALKING
-
var direction = -1
-var anim=""
+var anim = ""
-var rc_left=null
-var rc_right=null
+var rc_left = null
+var rc_right = null
var WALK_SPEED = 50
var bullet_class = preload("res://bullet.gd")
+
func _die():
queue_free()
+
func _pre_explode():
- #stay there
+ # Stay there
clear_shapes()
set_mode(MODE_STATIC)
get_node("sound").play("explode")
-
-func _integrate_forces(s):
+func _integrate_forces(s):
var lv = s.get_linear_velocity()
- var new_anim=anim
+ var new_anim = anim
- if (state==STATE_DYING):
- new_anim="explode"
- elif (state==STATE_WALKING):
-
- new_anim="walk"
+ if (state == STATE_DYING):
+ new_anim = "explode"
+ elif (state == STATE_WALKING):
+ new_anim = "walk"
- var wall_side=0.0
+ var wall_side = 0.0
for i in range(s.get_contact_count()):
var cc = s.get_contact_collider_object(i)
var dp = s.get_contact_local_normal(i)
if (cc):
-
-
if (cc extends bullet_class and not cc.disabled):
set_mode(MODE_RIGID)
- state=STATE_DYING
- #lv=s.get_contact_local_normal(i)*400
+ state = STATE_DYING
+ #lv = s.get_contact_local_normal(i)*400
s.set_angular_velocity(sign(dp.x)*33.0)
set_friction(1)
cc.disable()
get_node("sound").play("hit")
-
break
-
-
- if (dp.x>0.9):
- wall_side=1.0
- elif (dp.x<-0.9):
- wall_side=-1.0
-
- if (wall_side!=0 and wall_side!=direction):
-
- direction=-direction
- get_node("sprite").set_scale( Vector2(-direction,1) )
- if (direction<0 and not rc_left.is_colliding() and rc_right.is_colliding()):
- direction=-direction
- get_node("sprite").set_scale( Vector2(-direction,1) )
- elif (direction>0 and not rc_right.is_colliding() and rc_left.is_colliding()):
- direction=-direction
- get_node("sprite").set_scale( Vector2(-direction,1) )
-
-
- lv.x = direction * WALK_SPEED
- if( anim!=new_anim ):
- anim=new_anim
+ if (dp.x > 0.9):
+ wall_side = 1.0
+ elif (dp.x < -0.9):
+ wall_side = -1.0
+
+ if (wall_side != 0 and wall_side != direction):
+ direction = -direction
+ get_node("sprite").set_scale(Vector2(-direction, 1))
+ if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
+ direction = -direction
+ get_node("sprite").set_scale(Vector2(-direction, 1))
+ elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
+ direction = -direction
+ get_node("sprite").set_scale(Vector2(-direction, 1))
+
+ lv.x = direction*WALK_SPEED
+
+ if(anim != new_anim):
+ anim = new_anim
get_node("anim").play(anim)
-
+
s.set_linear_velocity(lv)
func _ready():
- # Initalization here
- rc_left=get_node("raycast_left")
- rc_right=get_node("raycast_right")
-
-
-
+ rc_left = get_node("raycast_left")
+ rc_right = get_node("raycast_right")