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extends RigidBody2D
# Member variables
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():
rc_left = get_node("raycast_left")
rc_right = get_node("raycast_right")
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