forked from OddlyTimbot/Sept26Game
week6 player enemy damage death cycle
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c1bdb544a6
commit
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12 files changed
+306
-25
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@@ -19,3 +19,7 @@ func _on_body_entered(body: Node2D) -> void:
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func setSpeed(value)->void:
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speed = value
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func _on_area_entered(area: Area2D) -> void:
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bulletDamageSignal.emit(area, self)
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@@ -2,12 +2,20 @@ class_name GameController extends Node2D
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signal teleportSignal(body:RigidBody2D)
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signal destroySignal(body)
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signal damageSignal(body)
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var numberOfCrates = 2
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var totalCoins = 0
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var coinsRemaining = 0
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var coinsCollected = 0
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var enemiesDict={}
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var playerStats={
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"health": 100,
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"meleeDamage": 20,
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"rangeDamage": 20
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}
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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get_window().grab_focus()
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@@ -29,11 +37,22 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
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if Object is Crate:
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teleportSignal.emit(Object)
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func _on_bullet_hit(body, bullet) -> void:
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print("GC knows bullet hit")
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func _on_bullet_hit(body, bullet) -> void:
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if body is Crate:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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if body is Slime:
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#damage the slime
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enemiesDict[body]["health"] -= playerStats.rangeDamage
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if(enemiesDict[body]["health"] <=0):
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print("enemy dead")
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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removeEnemyFromLevel(body)
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else:
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print("enemy damaged")
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destroySignal.emit(bullet)
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damageSignal.emit(body)
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func crateTotal(amount)->void:
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@@ -50,3 +69,27 @@ func coinCollected(body, coin)->void:
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#give them a coin
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coinsCollected +=1
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destroySignal.emit(coin)
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func slimeAttack(body, slime)->void:
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print("GC knows slime attacked player for "+str(enemiesDict[slime].meleeDamage))
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playerStats.health -= enemiesDict[slime].meleeDamage
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if playerStats.health <=0:
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#kill the player
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destroySignal.emit(body)
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else:
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#damage the player
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print("you took damage")
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damageSignal.emit(body)
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func addEnemyToLevel(enemy:Slime)->void:
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#make some stats for the bad guy
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var stats = {
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"health": 100,
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"meleeDamage": 10
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}
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#add em to a dictionary of enemies
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enemiesDict[enemy]=stats
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func removeEnemyFromLevel(enemy)->void:
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enemiesDict.erase(enemy)
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func levelChange()->void:
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print("change levels (reload)")
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get_tree().reload_current_scene()
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+18
-6
@@ -11,10 +11,11 @@ class_name Player extends CharacterBody2D
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var direction
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signal bulletSignal(pos, speed)
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signal deathCompleteSignal
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enum FaceDirection {LEFT,RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING, HURT, DEAD}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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@@ -31,8 +32,8 @@ func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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handle_input()
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if not current_player_state == PlayerStates.DEAD:
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handle_input()
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handle_movement()
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handle_states()
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handle_animations()
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@@ -40,7 +41,11 @@ func _physics_process(delta: float) -> void:
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handle_collisions()
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func takeDamage()->void:
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current_player_state = PlayerStates.HURT
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func kill()->void:
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current_player_state = PlayerStates.DEAD
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func handle_input()->void:
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# Handle shoot
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if Input.is_action_just_pressed("shoot"):
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@@ -91,7 +96,6 @@ func handle_collisions()->void:
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c.get_collider().apply_central_impulse(-c.get_normal() * bump_power )
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if right_cast.is_colliding():
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print("Something on my right")
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#get the thing I can shove
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var collider = right_cast.get_collider()
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if collider is RigidBody2D:
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@@ -101,7 +105,6 @@ func handle_collisions()->void:
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pushRightEnabled = false
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if left_cast.is_colliding():
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print("Something on my left")
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var collider = left_cast.get_collider()
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if collider is RigidBody2D:
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pushLeftEnabled = true
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@@ -133,9 +136,18 @@ func handle_animations()->void:
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player_graphic.play("jump")
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PlayerStates.FALLING:
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player_graphic.play("fall")
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PlayerStates.HURT:
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player_graphic.play("hurt")
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PlayerStates.DEAD:
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player_graphic.play("death")
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func _animation_finished() -> void:
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match current_player_state:
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PlayerStates.JUMPING:
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upJump = false
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PlayerStates.HURT:
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current_player_state = PlayerStates.IDLE
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PlayerStates.DEAD:
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#death animation complete
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deathCompleteSignal.emit()
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@@ -5,6 +5,7 @@ class_name SceneManager extends Node2D
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@onready var player: Player = $"../Player"
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@onready var crates: Node2D = $"../Crates"
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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#recipe for bullets
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var bullet = preload("res://scenes/bullet.tscn")
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@@ -17,9 +18,12 @@ func _ready() -> void:
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buildLevel()
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game.teleportSignal.connect(teleport)
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game.destroySignal.connect(destroy)
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game.damageSignal.connect(damage)
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player.bulletSignal.connect(makeBullet)
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player.deathCompleteSignal.connect(game.levelChange)
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updateCrates()
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updateCoins()
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updateEnemies()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -50,6 +54,15 @@ func updateCoins()->void:
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totalCoins +=1
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game.coinTotal(totalCoins)
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func updateEnemies()->void:
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if enemies:
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for obj in enemies.get_children():
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var enemy = obj as Slime
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if enemy:
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game.addEnemyToLevel(enemy)
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if not enemy.enemyAttackSignal.is_connected(game.slimeAttack):
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enemy.enemyAttackSignal.connect(game.slimeAttack)
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func buildLevel()->void:
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if triggers:
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for obj in triggers.get_children():
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@@ -97,7 +110,17 @@ func destroy(target)->void:
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target.queue_free()
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if target is Coin:
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target.queue_free()
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if target is Slime:
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target.queue_free()
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if target is Player:
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target.kill()
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func damage(target)->void:
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if target is Slime:
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target.takeDamage()
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if target is Player:
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target.takeDamage()
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func stash(target:Bullet)->void:
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print("stash a bullet")
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#hide the bullet off-screen
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+9
-1
@@ -14,7 +14,7 @@ var facing:FaceDirection = FaceDirection.RIGHT
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#direction 1 move to right, 0 no movement, -1 to the left
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var direction = 1
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enum EnemyStates {RUN, ATTACK, SPAWN}
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enum EnemyStates {RUN, ATTACK, SPAWN, HURT}
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var currentEnemyState:EnemyStates = EnemyStates.SPAWN
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@@ -29,6 +29,9 @@ func _process(delta: float) -> void:
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handleStates()
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handleAnimation()
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handleCollisions()
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func takeDamage()->void:
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currentEnemyState = EnemyStates.HURT
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func handleMovement(delta)->void:
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position.x += direction*speed*delta
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@@ -51,6 +54,9 @@ func handleAnimation()->void:
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slime_graphic.play("run")
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EnemyStates.ATTACK:
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slime_graphic.play("attack")
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EnemyStates.HURT:
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#swap for a hurt animation
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slime_graphic.play("attack")
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func handleCollisions()->void:
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if not right_down_cast.is_colliding():
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@@ -84,3 +90,5 @@ func _on_animation_finished() -> void:
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EnemyStates.ATTACK:
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currentEnemyState = EnemyStates.RUN
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direction = (randi() % 2) *2 -1
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EnemyStates.HURT:
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currentEnemyState = EnemyStates.RUN
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