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extends RigidBody2D
# member variables here, example:
# var a=2
# var b="textvar"
const STATE_WALKING = 0
const STATE_DYING = 1
var state = STATE_WALKING
var direction = -1
var anim=""
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
clear_shapes()
set_mode(MODE_STATIC)
get_node("sound").play("explode")
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var new_anim=anim
if (state==STATE_DYING):
new_anim="explode"
elif (state==STATE_WALKING):
new_anim="walk"
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
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
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")
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