88 lines
2.5 KiB
GDScript
88 lines
2.5 KiB
GDScript
extends CharacterBody2D
|
|
|
|
@export var camera: Camera2D
|
|
@export var main_ui: MainUI
|
|
@export var default_movement_speed: float = 200.0
|
|
@export var default_max_health: float = 50.0
|
|
|
|
@onready var sprite_2d: Sprite2D = $Sprite2D
|
|
|
|
var movement_speed: float
|
|
var max_health: float
|
|
var health: float
|
|
var dead: bool = false
|
|
var death_anim_done: bool = false
|
|
var god_mode: bool = false
|
|
|
|
func _ready() -> void:
|
|
camera.position = global_position
|
|
movement_speed = default_movement_speed
|
|
max_health = default_max_health
|
|
health = max_health
|
|
main_ui.player_ui.set_hp(100)
|
|
GlobalConst.sig_debug_god_mode.connect(toggle_god_mode)
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
if dead:
|
|
return
|
|
var input_direction = Input.get_vector("left", "right", "up", "down")
|
|
velocity = input_direction * movement_speed
|
|
move_and_slide()
|
|
|
|
func _process(delta: float) -> void:
|
|
camera.position_smoothing_enabled = true
|
|
camera.position = global_position
|
|
if dead and !death_anim_done:
|
|
death_animation(delta)
|
|
|
|
func take_damage(value: float) -> void:
|
|
if dead or god_mode:
|
|
return
|
|
health -= value
|
|
print_debug("player took damage. now has %s hp" % health)
|
|
var dm = preload("res://scenes/damage_numbers.tscn").instantiate()
|
|
dm.damage_taken = value
|
|
dm.player_damage = false
|
|
add_child(dm)
|
|
main_ui.player_ui.set_hp(health / max_health * 100)
|
|
if health <= 0:
|
|
die()
|
|
|
|
func die():
|
|
dead = true
|
|
remove_from_group("damagable")
|
|
get_tree().call_group("enemy", "cheer_anim")
|
|
GlobalConst.sig_stop_spawning.emit(true)
|
|
sprite_2d.z_index += 10
|
|
get_taunted()
|
|
|
|
func death_animation(delta: float):
|
|
# Engine.time_scale = clampf(lerpf(Engine.time_scale, 0.25, 0.5), 0.25, 0.9*delta)
|
|
camera.zoom = lerp(camera.zoom, Vector2(8,8), 0.99*delta)
|
|
rotation_degrees = lerpf(rotation_degrees, 90, 0.99*delta)
|
|
if rotation_degrees > 88:
|
|
main_ui.pause_ui.toggle_pause_ui()
|
|
death_anim_done = true
|
|
|
|
func get_taunted():
|
|
var taunting_enemies: Array[Enemy] = []
|
|
for body in get_tree().get_nodes_in_group(GlobalConst.GROUP_ENEMY):
|
|
if global_position.distance_to(body.global_position) < 500.0:
|
|
taunting_enemies.append(body)
|
|
for i in range(taunting_enemies.size()):
|
|
var angle = (TAU / taunting_enemies.size()) * i
|
|
var target_pos = Vector2(cos(angle), sin(angle)) * 50
|
|
print_debug("my_pos: %s" % position)
|
|
print_debug("pos: %s" % target_pos)
|
|
var new_target = StaticBody2D.new()
|
|
var collision = CollisionShape2D.new()
|
|
new_target.position = target_pos
|
|
add_child(new_target)
|
|
new_target.add_child(collision)
|
|
taunting_enemies[i].target = new_target
|
|
|
|
|
|
func toggle_god_mode(value: bool):
|
|
god_mode = value
|
|
|