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evospace/entities/enemy.gd

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2020-09-06 23:02:19 +03:00
extends KinematicBody2D
class_name Enemy
export (float) var health = 1.0
export (int) var points = 1
export (float) var powerup_drop_chance = 0.1
export (Resource) var explosion = load("objects/explosion/explosion.tscn")
var velocity = Vector2()
var rng = RandomNumberGenerator.new()
var player
var powerups = [
preload("res://entities/powerups/double/double.tscn"),
preload("res://entities/powerups/laser/laser.tscn")
]
var collision_info
var level
func _ready():
player = get_tree().get_root().get_node("level/player")
rng.randomize()
explosion = explosion.instance()
level = get_parent()
func _physics_process(delta):
if collision_info:
var collision_point = collision_info.position
if(collision_info.collider is Player):
(collision_info.collider as Player).kill()
explosion.position = position
level.add_child(explosion)
queue_free()
func damage(damage: float):
health -= damage
if health <= 0:
kill(true)
func kill(get_points: bool = false):
if get_points:
player.increase_score(points)
explosion.position = position
level.add_child(explosion)
# Worth noting: meteorites are not spawned as part of the wave but instead as part of the root element, which means their "level" won't have the
# kill_enemy method, which in turn avoids waves being finished early by destroying meteorites instead of the wave spawns
if level.has_method("kill_enemy"):
level.kill_enemy()
if rng.randf() < powerup_drop_chance:
var powerup = powerups[rng.randi_range(0, powerups.size() - 1)].instance()
powerup.position = position
level.add_child(powerup)
queue_free()
func _on_visiblity_notifier_screen_exited():
queue_free()