56 lines
1.6 KiB
GDScript
56 lines
1.6 KiB
GDScript
extends KinematicBody2D
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class_name Enemy
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export (float) var health = 1.0
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export (int) var points = 1
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export (float) var powerup_drop_chance = 0.1
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export (Resource) var explosion = load("objects/explosion/explosion.tscn")
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var velocity = Vector2()
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var rng = RandomNumberGenerator.new()
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var player
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var powerups = [
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preload("res://entities/powerups/double/double.tscn"),
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preload("res://entities/powerups/laser/laser.tscn")
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]
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var collision_info
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var level
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func _ready():
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player = get_tree().get_root().get_node("level/player")
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rng.randomize()
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explosion = explosion.instance()
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level = get_parent()
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func _physics_process(delta):
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if collision_info:
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var collision_point = collision_info.position
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if(collision_info.collider is Player):
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(collision_info.collider as Player).kill()
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explosion.position = position
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level.add_child(explosion)
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queue_free()
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func damage(damage: float):
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health -= damage
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if health <= 0:
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kill(true)
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func kill(get_points: bool = false):
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if get_points:
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player.increase_score(points)
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explosion.position = position
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level.add_child(explosion)
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# 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
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# kill_enemy method, which in turn avoids waves being finished early by destroying meteorites instead of the wave spawns
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if level.has_method("kill_enemy"):
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level.kill_enemy()
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if rng.randf() < powerup_drop_chance:
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var powerup = powerups[rng.randi_range(0, powerups.size() - 1)].instance()
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powerup.position = position
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level.add_child(powerup)
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queue_free()
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func _on_visiblity_notifier_screen_exited():
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queue_free()
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