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extends KinematicBody2D | ||
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const GRAVITY = 30 | ||
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enum DIRECTION { | ||
LEFT = -1, | ||
RIGHT = 1 | ||
} | ||
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enum { | ||
HIDDEN, | ||
IDLE, | ||
WALK, | ||
HIT, | ||
DEATH, | ||
ATTACK | ||
} | ||
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export var life = 1 | ||
export var speed = 30 | ||
export(DIRECTION) var walking_direction = DIRECTION.RIGHT | ||
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var facing_reversed | ||
var motion = Vector2.ZERO | ||
var timeout | ||
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onready var animation = $AnimatedSprite | ||
onready var raycast = $RayCast2D | ||
onready var state = HIDDEN if animation.animation == "Hidden" else IDLE | ||
onready var timer = $Timer | ||
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func _ready(): | ||
randomize() | ||
if not state == HIDDEN: | ||
timer.start() | ||
facing_reversed = false if walking_direction == DIRECTION.RIGHT else true | ||
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func _physics_process(_delta): | ||
motion.y += GRAVITY | ||
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match state: | ||
HIDDEN: | ||
pass | ||
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IDLE: | ||
motion.x = 0 | ||
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WALK: | ||
if is_on_wall() or not raycast.is_colliding(): | ||
walking_direction = -walking_direction | ||
raycast.position.x = -raycast.position.x | ||
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motion.x = speed * walking_direction | ||
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HIT: | ||
pass | ||
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DEATH: | ||
pass | ||
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ATTACK: | ||
pass | ||
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animate() | ||
motion = move_and_slide(motion, Vector2.UP) | ||
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func _on_Aggro_body_entered(_body): | ||
if state == HIDDEN: | ||
if animation.frames.has_animation("Emerge"): | ||
animation.play("Emerge") | ||
connect_animation_signal() | ||
state = IDLE | ||
timer.start() | ||
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func _on_Timer_timeout(): | ||
match state: | ||
IDLE: | ||
var flip = randi()%2 | ||
# Is there a better way to calculate the raycast position? | ||
match flip: | ||
0: | ||
walking_direction = DIRECTION.LEFT | ||
raycast.position.x = -abs(raycast.position.x) | ||
1: | ||
walking_direction = DIRECTION.RIGHT | ||
raycast.position.x = abs(raycast.position.x) | ||
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state = WALK | ||
timeout = randi()%10 | ||
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WALK: | ||
state = IDLE | ||
timeout = randi()%6 | ||
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_: | ||
timeout = randi()%6 | ||
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timer.start(timeout + 1) | ||
# Disable debug statement until new state testing | ||
# print("Current state: " + str(state) + " Timer: " + str(timeout) + "s" ) | ||
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func _on_HitBox_body_entered(_body): | ||
get_tree().call_group("Gamestate", "hurt") | ||
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func animate(): | ||
# Let 'Hit' or 'Emerge' animations complete | ||
var current_animation = animation.get_animation() | ||
if current_animation == 'Hit' or current_animation == 'Emerge': | ||
return | ||
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# Set animation to play based on movement | ||
if motion.x != 0: | ||
animation.play("Walk") | ||
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# Determine direction for sprite based on motion | ||
if motion.x < 0: | ||
animation.flip_h = true | ||
else: | ||
animation.flip_h = false | ||
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if facing_reversed: | ||
animation.flip_h = not animation.flip_h | ||
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else: | ||
if state == HIDDEN: | ||
animation.play("Hidden") | ||
else: | ||
animation.play("Idle") | ||
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func connect_animation_signal(): | ||
if not animation.is_connected("animation_finished", self, "finished_animation"): | ||
var _ret = animation.connect("animation_finished", self, "finished_animation") | ||
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func finished_animation(): | ||
if animation.is_connected("animation_finished", self, "finished_animation"): | ||
animation.disconnect("animation_finished", self, "finished_animation") | ||
animation.play("Idle") | ||
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func hit(_damage=1): | ||
# Uncomment this check once things are sorted | ||
# life -= damage | ||
if life <= 0: | ||
# Better done with an AnimationPlayer? | ||
# audiostream.stream = load("Some death resource") | ||
# audiostream.play() | ||
if animation.frames.has_animation("Death"): | ||
animation.play("Death") | ||
# Need to track completion of animation then queue_free() somewhere | ||
pass | ||
else: | ||
# Probably a knockback here instead of a jump of some sort | ||
# motion.y = -JUMP * hurt_modifier | ||
if animation.frames.has_animation("Hit"): | ||
animation.play("Hit") | ||
# audiostream.stream = load("res://Sound/Hurt.wav") | ||
# audiostream.play() | ||
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connect_animation_signal() |
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