extends CharacterBody2D @export var speed := 90.0 @export var max_health := 3 @export var attack_range := 35.0 @export var stop_distance := 25.0 @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var detection_area: Area2D = $DetectionArea @onready var attack_hitbox: Area2D = $AttackHitbox var health := 3 var player: Player = null var is_dead := false var is_hurt := false var is_attacking := false var attack_cooldown := false var knockback_velocity := Vector2.ZERO 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 is_hurt: velocity = knockback_velocity knockback_velocity = knockback_velocity.move_toward( Vector2.ZERO, 800 * _delta ) move_and_slide() return if is_attacking: velocity = Vector2.ZERO move_and_slide() return if player: var x_distance := player.global_position.x - global_position.x if abs(x_distance) > attack_range: velocity.x = sign(x_distance) * speed velocity.y = 0 sprite.play("flying") if x_distance < 0: sprite.flip_h = false else: sprite.flip_h = true else: velocity = Vector2.ZERO attack() else: velocity = Vector2.ZERO sprite.play("idle") move_and_slide() func attack() -> void: if is_attacking or attack_cooldown: return is_attacking = true attack_cooldown = true velocity = Vector2.ZERO sprite.play("attack") await get_tree().create_timer(0.2).timeout do_attack_damage() func do_attack_damage() -> void: print("Demon 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("Demon bodies found: ", bodies.size()) for body in bodies: if body is Player: print("DEMON HIT PLAYER") body.playerTakesDamage(1) attack_hitbox.monitoring = false func take_damage(amount: int = 1) -> void: if is_dead: return health -= amount print("Demon health:", health) if health <= 0: die() else: is_hurt = true if player: var knockback_direction = sign(global_position.x - player.global_position.x) knockback_velocity = Vector2(knockback_direction * 200, 0) sprite.play("hurt") await get_tree().create_timer(0.3).timeout is_hurt = false knockback_velocity = Vector2.ZERO func die() -> void: if is_dead: return is_dead = true velocity = Vector2.ZERO sprite.play("death") print("Demon died") func _on_detection_body_entered(body: Node) -> void: if body is Player: player = body print("Demon detected player") func _on_detection_body_exited(body: Node) -> void: if body == player: player = null print("Demon lost player") func _on_animation_finished() -> void: if sprite.animation == "hurt": is_hurt = false knockback_velocity = Vector2.ZERO if sprite.animation == "attack": is_attacking = false await get_tree().create_timer(1.0).timeout attack_cooldown = false if sprite.animation == "death": queue_free()