12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061 |
- extends KinematicBody2D
- export var vida = 2
- export var speed = 70
- export var type = 1
- var enemy_id = 0
- var bullet = preload('res://bullet.tscn')
- func damage(arg, id):
- vida += arg
- get_tree().get_nodes_in_group('server')[0]._enemy_dmg(enemy_id)
- if vida <= 0:
- get_tree().get_nodes_in_group('enemy_authority')[0].death_count(id)
- queue_free()
- var motion = Vector2()
- var target
- onready var reaction_time = int(rand_range(20,60))
- var dir_buffer = 0
- var tick = 20
- export var tickrate = 4
- var state = 'runaround'
- var fliph = false
- func _physics_process(delta):
- match state:
- 'runaround':
- type = 0 if motion.x == 0 else 1
- fliph = motion.x > 0 and motion.x != 0
- if target == null: _ready()
- if target == null: return
- dir_buffer += 1
- if fmod(dir_buffer,reaction_time) == 0:
- if is_instance_valid(target): motion.x = (target.global_position - global_position).normalized().x * speed
- motion.y += 15
- if motion.y > 0 and is_on_floor(): motion.y = 0
- move_and_slide(motion*tickrate,Vector2.UP)
- 'shooting':
- type = 2
- tick += 1
- if fmod(tick,75) == 0:
- var instance = bullet.instance()
- instance.motion.x = 200 if fliph else -200
- instance.global_position = global_position + Vector2(0,-8)
- instance.id = name
- instance.dmg = 10
- instance.target = 'player'
- get_tree().get_nodes_in_group('proj')[0].add_child(instance)
- func _on_Area2D_body_entered(body):
- # print(body)
- if body.is_in_group('players'):
- var array = get_tree().get_nodes_in_group('players')
- array.shuffle()
- if array.size() > 0:
- target = array[0]
- pass # Replace with function body.
|