Files
Sept26Game-tim-fork/scripts/slime.gd
T

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2.5 KiB
GDScript

class_name Slime extends Area2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
signal enemyAttackSignal(body,enemy)
var speed = 100
enum FaceDirection {RIGHT, LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
#direction 1 move to right, 0 no movement, -1 to the left
var direction = 1
enum EnemyStates {RUN, ATTACK, SPAWN, HURT}
var currentEnemyState:EnemyStates = EnemyStates.SPAWN
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
handleMovement(delta)
handleStates()
handleAnimation()
handleCollisions()
func handleMovement(delta)->void:
position.x += direction*speed*delta
match facing:
FaceDirection.LEFT:
slime_graphic.flip_h = true
FaceDirection.RIGHT:
slime_graphic.flip_h = false
func handleStates()->void:
match currentEnemyState:
EnemyStates.SPAWN when not direction ==0:
currentEnemyState = EnemyStates.RUN
func handleAnimation()->void:
match currentEnemyState:
EnemyStates.SPAWN:
slime_graphic.play("spawn")
EnemyStates.RUN:
slime_graphic.play("run")
EnemyStates.ATTACK:
slime_graphic.play("attack")
EnemyStates.HURT:
slime_graphic.play("attack")
func handleCollisions()->void:
if not right_down_cast.is_colliding():
direction = -1
facing = FaceDirection.LEFT
if not left_down_cast.is_colliding():
direction = 1
facing= FaceDirection.RIGHT
if right_cast.is_colliding() and not right_cast.get_collider() is Player:
direction = -1
facing = FaceDirection.LEFT
if left_cast.is_colliding() and not left_cast.get_collider() is Player:
direction = 1
facing= FaceDirection.RIGHT
pass
func _on_body_entered(body: Node2D) -> void:
print("Slime Attack!")
if body is Player:
currentEnemyState = EnemyStates.ATTACK
direction = 0
enemyAttackSignal.emit(body,self)
func _on_animation_finished() -> void:
match currentEnemyState:
EnemyStates.SPAWN:
currentEnemyState = EnemyStates.RUN
direction = 1
EnemyStates.ATTACK:
currentEnemyState = EnemyStates.RUN
direction = (randi() % 2) *2 -1
EnemyStates.HURT:
currentEnemyState = EnemyStates.RUN
func takeDamage()->void:
print("Slime taking damage!!")
currentEnemyState = EnemyStates.HURT