moved enemy direction control and y axis to game controller, converted enemies to be staticBodies and made many of them

This commit is contained in:
edgul committed 2026-04-21 23:40:48 -04:00
1 parent a563c0c93d
commit 3bf4b60989
3 files changed
+284 -14

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+11 -4
View File
@@ -1,12 +1,19 @@
class_name Enemy extends RigidBody2D
class_name Enemy extends StaticBody2D
# used StaticBody to get around gravity, probably a better way
# there is probably a better built-in to use here
# there is probably a better built-in to use here, maybe not for static body
@export var direction:int = 1
const SPEED = 1
var drop = false
func _ready():
pass # Replace with function body.
pass
func go_down():
drop = true
func _process(_delta):
var x = get_transform().get_origin().x
move_local_x(SPEED * direction)
if drop:
move_local_y(SPEED * 5)
drop = false
+6 -4
View File
@@ -11,13 +11,15 @@ func _process(_delta):
# detect when one enemy goes too far
var change_dir = false
for child in game_node.get_children():
if child is RigidBody2D:
if child is Enemy:
var x = child.transform.get_origin().x
if x < 0 or x > 300: # not using collision detection properly
if x < 0 or x > 600: # not using collision detection properly
change_dir = true
break
# change directions of all enemies
if change_dir:
for child in game_node.get_children():
if child is RigidBody2D:
child.mydirection *= -1
if child is Enemy:
child.direction *= -1
child.go_down()