Blud_Mage/Scripts/Enemy.gd

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class_name Fabio
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extends CharacterBody2D
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const FREE_EXP_RATE = 12
var freeXpStack = 0
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@onready var levelup = [300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000]
@onready var is_facing_left: bool = false
@onready var is_attacking: bool = false
@onready var is_dying: bool = false
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@export var level: int = 1
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@export var hp: int = 125
@export var maxhp: int = 125
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@export var maxvel: float = 2
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@export var experience: int = 0
@export var state: String = "Idle"
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@export var damage: int = 5
@export var maxAtks: int = 1
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@export var maxcooldown: float = 0.75
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@onready var currentcooldown: float = 0
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@onready var killcount: int = 0
@onready var currAtks: int = 0
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@onready var anim: Node = get_node("Sprite")
@onready var cooldown: Node = get_node("Atk_cooldown")
@onready var lvlanim: Node = get_node("LvlUp")
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@onready var lvlsnd: Node = get_node("LvlUpSnd")
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@onready var hitanim: Node = get_node("Hit")
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@onready var atk1l: Node = get_node("AttackArea/Attack1CollisionR")
@onready var atk1r: Node = get_node("AttackArea/Attack1CollisionL")
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@onready var atk2l: Node = get_node("AttackArea/Attack2CollisionR")
@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionL")
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@onready var atkL: Node = atk1l
@onready var atkR: Node = atk1r
@onready var atk: String = "Attack"
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@onready var is_dead: bool = false
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@onready var list: Array = []
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signal exp_gained(current, min, max, level)
signal hp_changed(current, max)
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func add_foe(foe):
list.append(foe)
func remove_foe(foe):
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receive_exp(foe.expReward)
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list.erase(foe)
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killcount += 1
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# Called when the node enters the scene tree for the first time.
func _ready():
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#setLevel(2)
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atk1l.set_disabled(true)
atk1r.set_disabled(true)
atk2l.set_disabled(true)
atk2r.set_disabled(true)
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hp_changed.emit(hp, maxhp)
exp_gained.emit(experience, 0 if level == 1 else levelup[level - 2] ,levelup[level - 1], level)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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if is_dead:
pass
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if hp <= 0 && !is_dying:
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is_dead = true
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$Death.start()
$Atk_cooldown.stop()
setAnimState("Die")
is_attacking = false
is_dying = true
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$DeathSnd.play()
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if abs(velocity.x) < 1 && abs(velocity.y) < 1 && !is_attacking:
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setAnimState("Idle")
elif !is_attacking:
setAnimState("Run")
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if state != "Attack" && state != "Attack2":
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is_facing_left = velocity.x > 0 && !(velocity.x < 0)
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if currentcooldown > 0.:
currentcooldown -= delta
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# AI STUFF
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velocity += processAI(list) * delta
while velocity.length() > 100:
velocity.x *= 0.99
velocity.y *= 0.99
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velocity.x *= 0.97
velocity.y *= 0.97
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if !hitanim.is_emitting():
anim.modulate.a = 1
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if freeXpStack >= 1:
receive_exp(floor(freeXpStack))
freeXpStack -= floor(freeXpStack)
freeXpStack += FREE_EXP_RATE * level * delta
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move_and_slide()
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func processAI(objs):
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var vec: Vector2 = Vector2(0,0)
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var skel = false
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var weight: int = 0
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if hp <= 0:
return vec
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for obj in objs:
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if !obj || !obj.isAlive:
continue
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if position.distance_to(obj.position) < 25:
if obj.priority == 10:
vec += position.direction_to(obj.position) * 30
if currentcooldown <= 0:
attack()
currentcooldown = maxcooldown
weight = obj.priority * position.distance_to(obj.position) * ((maxhp + 1) / hp) * 1.25
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vec = weight * -position.direction_to(obj.position)
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if currentcooldown <= 0:
attack()
currentcooldown = maxcooldown
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else:
if obj.priority == 10:
skel = true
vec = position.direction_to(obj.position) * 10
if currentcooldown <= 0:
attack()
currentcooldown = maxcooldown
break
weight = abs(obj.priority) * position.distance_to(obj.position)
vec += weight * position.direction_to(obj.position)
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if vec.length() < 5 && objs.size() > 1 && !skel:
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vec.y *= 3
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if velocity.length() < 95 && objs.size() > 1 && !skel:
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vec.y += 10
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vec.x += 5
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return vec.normalized() * 2000
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func attack():
is_attacking = true
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$AtkSnd.play()
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setAnimState(atk)
if is_facing_left:
atkL.set_disabled(false)
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else:
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atkR.set_disabled(false)
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func stop_attack():
is_attacking = false
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atkL.set_disabled(true)
atkR.set_disabled(true)
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func setAnimState(newstate):
anim.animation = newstate
anim.flip_h = !is_facing_left
state = newstate
func receive_damage(dmg):
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if is_dying || is_dead:
return
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$HitSnd.play()
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if hitanim.is_emitting():
pass
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hp -= dmg
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hitanim.restart()
anim.modulate.a = 0.5
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hp_changed.emit(hp, maxhp)
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func receive_exp(x):
experience += x
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while experience > levelup[level - 1] && level <= 8:
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setLevel(level + 1)
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exp_gained.emit(experience, 0 if level == 1 else levelup[level - 2] ,levelup[level - 1], level)
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func setLevel(lvl):
level = lvl
lvlanim.restart()
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lvlsnd.play()
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stop_attack()
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if level > 2:
damage = 7
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if level > 3:
atk = "Attack2"
atkL = atk2l
atkR = atk2r
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damage = 14
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if level > 4:
cooldown.wait_time = 1
if level > 5:
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damage = 21
if level > 7:
maxAtks = 2
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maxhp += 10
hp += 10 * level + 5
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if hp > maxhp:
hp = maxhp
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hp_changed.emit(hp, maxhp)
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func _on_atk_cooldown_timeout():
currAtks = maxAtks
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if !list.is_empty():
attack()
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func _on_sprite_animation_looped():
if is_attacking:
currAtks -= 1
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stop_attack()
if currAtks > 0:
is_facing_left = !is_facing_left
attack()
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else:
currAtks = maxAtks
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is_dying = false
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func _on_attack_area_body_entered(body):
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if is_dead || is_dying:
return
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if typeof(body) == typeof(TemplateSpawnable):
body.receive_damage(damage)
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func _on_death_timeout():
$"..".win_screen()
queue_free()
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func _on_sprite_animation_finished():
pass
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func _on_death_snd_finished():
$DeathSnd.stop()