GodotGameWorkshop/Scripts/skeleton.gd

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3.2 KiB
GDScript3
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extends CharacterBody2D
@export var speed := 75.0
@export var gravity := 980.0
@export var max_health := 3
@export var attack_range := 40.0
@export var memory_piece_scene: PackedScene
@export var memory_texture: Texture2D
@export var memory_return_spawn: Marker2D
@export var memory_wardrobe: Node2D
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var detection_area: Area2D = $Area2D
@onready var attack_hitbox = $AttackHitbox
var health := 3
var player: Player = null
var is_dead := false
var is_hurt := false
var is_attacking := false
var attack_cooldown := false
func _ready() -> void:
health = max_health
attack_hitbox.monitoring = false
sprite.play("idle")
detection_area.body_entered.connect(_on_detection_body_entered)
detection_area.body_exited.connect(_on_detection_body_exited)
sprite.animation_finished.connect(_on_animation_finished)
func _physics_process(delta: float) -> void:
if is_dead:
return
if not is_on_floor():
velocity.y += gravity * delta
if is_hurt or is_attacking:
velocity.x = 0
move_and_slide()
return
if player:
var direction := player.global_position.x - global_position.x
if abs(direction) > attack_range:
velocity.x = sign(direction) * speed
sprite.play("walk")
if velocity.x < 0:
sprite.flip_h = true
elif velocity.x > 0:
sprite.flip_h = false
else:
velocity.x = 0
attack()
else:
velocity.x = move_toward(velocity.x, 0, speed)
sprite.play("idle")
move_and_slide()
func attack() -> void:
if is_attacking:
return
if attack_cooldown:
return
is_attacking = true
attack_cooldown = true
velocity.x = 0
sprite.play("attack")
await get_tree().create_timer(0.2).timeout
do_attack_damage()
func do_attack_damage() -> void:
print("Checking attack hit")
attack_hitbox.monitoring = true
await get_tree().physics_frame
await get_tree().physics_frame
var bodies = attack_hitbox.get_overlapping_bodies()
print("Bodies found: ", bodies.size())
for body in bodies:
if body is Player:
print("PLAYER HIT")
body.playerTakesDamage(1)
attack_hitbox.monitoring = false
func take_damage(amount: int = 1) -> void:
if is_dead:
return
health -= amount
print("Skeleton health:", health)
if health <= 0:
die()
else:
is_hurt = true
velocity.x = 0
sprite.play("hurt")
func die() -> void:
if is_dead:
return
is_dead = true
velocity.x = 0
sprite.play("death")
print("Skeleton died")
func _on_detection_body_entered(body: Node) -> void:
if body is Player:
player = body
print("Skeleton detected player")
func _on_detection_body_exited(body: Node) -> void:
if body == player:
player = null
print("Skeleton lost player")
func _on_animation_finished() -> void:
if sprite.animation == "hurt":
is_hurt = false
if sprite.animation == "attack":
is_attacking = false
await get_tree().create_timer(1.0).timeout
attack_cooldown = false
if sprite.animation == "death":
if memory_piece_scene:
var piece = memory_piece_scene.instantiate()
get_parent().add_child(piece)
piece.global_position = global_position
piece.memory_texture = memory_texture
piece.return_spawn = memory_return_spawn
piece.wardrobe = memory_wardrobe
queue_free()