game: add base enemy and rat
This commit is contained in:
@@ -5,6 +5,7 @@ extends CharacterBody2D
|
||||
@export var main_ui: MainUI
|
||||
|
||||
@onready var sprite_2d: Sprite2D = $Sprite2D
|
||||
@onready var attack_sword: Node2D = $AttackSword
|
||||
|
||||
var player_stats: PlayerStats = PlayerStats.new()
|
||||
var modifiers: Array[PlayerStatsModifier] = []
|
||||
@@ -59,7 +60,8 @@ func take_damage(value: float) -> void:
|
||||
func die():
|
||||
dead = true
|
||||
remove_from_group("damagable")
|
||||
get_tree().call_group("enemy", "cheer_anim")
|
||||
get_tree().call_group("enemy", "cheer")
|
||||
attack_sword.queue_free()
|
||||
GlobalConst.sig_stop_spawning.emit(true)
|
||||
sprite_2d.z_index += 10
|
||||
get_taunted()
|
||||
@@ -75,18 +77,19 @@ func death_animation(delta: float):
|
||||
|
||||
|
||||
func get_taunted():
|
||||
var taunting_enemies: Array[Enemy] = []
|
||||
var taunting_enemies: Array[EnemyBase] = []
|
||||
for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
|
||||
if global_position.distance_to(body.global_position) < 500.0:
|
||||
print_debug("starting taunt: %s" % global_position.distance_to(body.global_position))
|
||||
if global_position.distance_to(body.global_position) < 1000.0:
|
||||
taunting_enemies.append(body)
|
||||
print_debug("getting taunted by %s enemies" % len(taunting_enemies))
|
||||
for i in range(taunting_enemies.size()):
|
||||
var angle = (TAU / taunting_enemies.size()) * i
|
||||
var target_pos = Vector2(cos(angle), sin(angle)) * 50
|
||||
var new_target = StaticBody2D.new()
|
||||
var collision = CollisionShape2D.new()
|
||||
var new_target = Marker2D.new()
|
||||
print_debug("getting taunted by %s" % taunting_enemies[i])
|
||||
new_target.position = target_pos
|
||||
add_child(new_target)
|
||||
new_target.add_child(collision)
|
||||
taunting_enemies[i].target = new_target
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user