- Added Demon enemy scene with detection, pursuit, attack, hurt, and death states - Configured Demon collision layers, detection area, and attack hitbox - Fixed Demon movement to pursue player horizontally and attack at close range - Allowed enemy/player overlap for melee combat encounters - Added enemy damage and death handling - Added knockback system for enemies when hit - Fixed player punch hitbox positioning based on facing direction - Corrected directional melee attacks so enemies can be hit from both left and right sides - Fixed collision mask issues affecting floors and enemy detection - Improved memory piece pickup interaction to support button-based collection - Continued testing and debugging combat interactions in Graveyard and Demon levels
152 lines
3.2 KiB
GDScript
152 lines
3.2 KiB
GDScript
extends CharacterBody2D
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@export var speed := 90.0
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@export var max_health := 3
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@export var attack_range := 35.0
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@export var stop_distance := 25.0
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var detection_area: Area2D = $DetectionArea
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@onready var attack_hitbox: Area2D = $AttackHitbox
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var health := 3
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var player: Player = null
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var is_dead := false
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var is_hurt := false
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var is_attacking := false
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var attack_cooldown := false
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var knockback_velocity := Vector2.ZERO
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func _ready() -> void:
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health = max_health
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attack_hitbox.monitoring = false
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sprite.play("idle")
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detection_area.body_entered.connect(_on_detection_body_entered)
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detection_area.body_exited.connect(_on_detection_body_exited)
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sprite.animation_finished.connect(_on_animation_finished)
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func _physics_process(_delta: float) -> void:
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if is_dead:
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return
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if is_hurt:
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velocity = knockback_velocity
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knockback_velocity = knockback_velocity.move_toward(
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Vector2.ZERO,
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800 * _delta
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)
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move_and_slide()
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return
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if is_attacking:
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velocity = Vector2.ZERO
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move_and_slide()
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return
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if player:
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var x_distance := player.global_position.x - global_position.x
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if abs(x_distance) > attack_range:
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velocity.x = sign(x_distance) * speed
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velocity.y = 0
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sprite.play("flying")
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if x_distance < 0:
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sprite.flip_h = false
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else:
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sprite.flip_h = true
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else:
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velocity = Vector2.ZERO
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attack()
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else:
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velocity = Vector2.ZERO
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sprite.play("idle")
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move_and_slide()
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func attack() -> void:
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if is_attacking or attack_cooldown:
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return
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is_attacking = true
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attack_cooldown = true
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velocity = Vector2.ZERO
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sprite.play("attack")
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await get_tree().create_timer(0.2).timeout
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do_attack_damage()
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func do_attack_damage() -> void:
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print("Demon checking attack hit")
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attack_hitbox.monitoring = true
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await get_tree().physics_frame
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await get_tree().physics_frame
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var bodies = attack_hitbox.get_overlapping_bodies()
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print("Demon bodies found: ", bodies.size())
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for body in bodies:
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if body is Player:
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print("DEMON HIT PLAYER")
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body.playerTakesDamage(1)
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attack_hitbox.monitoring = false
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func take_damage(amount: int = 1) -> void:
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if is_dead:
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return
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health -= amount
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print("Demon health:", health)
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if health <= 0:
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die()
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else:
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is_hurt = true
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if player:
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var knockback_direction = sign(global_position.x - player.global_position.x)
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knockback_velocity = Vector2(knockback_direction * 200, 0)
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sprite.play("hurt")
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await get_tree().create_timer(0.3).timeout
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is_hurt = false
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knockback_velocity = Vector2.ZERO
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func die() -> void:
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if is_dead:
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return
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is_dead = true
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velocity = Vector2.ZERO
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sprite.play("death")
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print("Demon died")
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func _on_detection_body_entered(body: Node) -> void:
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if body is Player:
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player = body
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print("Demon detected player")
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func _on_detection_body_exited(body: Node) -> void:
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if body == player:
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player = null
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print("Demon lost player")
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func _on_animation_finished() -> void:
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if sprite.animation == "hurt":
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is_hurt = false
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knockback_velocity = Vector2.ZERO
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if sprite.animation == "attack":
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is_attacking = false
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await get_tree().create_timer(1.0).timeout
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attack_cooldown = false
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if sprite.animation == "death":
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queue_free()
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