class_name Slime extends Area2D @onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic @onready var right_cast: RayCast2D = $RightCast @onready var left_cast: RayCast2D = $LeftCast @onready var left_down_cast: RayCast2D = $LeftDownCast @onready var right_down_cast: RayCast2D = $RightDownCast var speed:int = 100 var direction = 1 signal playerDamageSignal(body, slime) enum State{IDLE, HURT, DEATH} var currentState = State.IDLE # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. func updateAnimation()->void: match currentState: State.IDLE: slime_graphic.play("idle") State.HURT: slime_graphic.play("hurt") func handle_damage()->void: currentState = State.HURT # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if not right_down_cast.is_colliding(): direction = -1 slime_graphic.flip_h = true if not left_down_cast.is_colliding(): direction = 1 slime_graphic.flip_h = false position.x += direction * speed * delta updateAnimation() func _on_body_entered(body: Node2D) -> void: if body is Player: print("Slime attack!") playerDamageSignal.emit(body, self) func _on_slime_graphic_animation_finished() -> void: match currentState: State.HURT: currentState = State.IDLE