diff options
Diffstat (limited to 'demos/2d/platformer/enemy.gd')
-rw-r--r-- | demos/2d/platformer/enemy.gd | 90 |
1 files changed, 38 insertions, 52 deletions
diff --git a/demos/2d/platformer/enemy.gd b/demos/2d/platformer/enemy.gd index a264cd0cff..75f13e3ee9 100644 --- a/demos/2d/platformer/enemy.gd +++ b/demos/2d/platformer/enemy.gd @@ -1,98 +1,84 @@ 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") |