Blud_Mage/Scenes/Spawnables/template_spawnable.gd

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class_name TemplateSpawnable
extends CharacterBody2D
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const ATTACK_COOLDOWN : float = 100
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@export var maxHp : int = 0
@export var attackSpeed : float = 0
@export var speed : float = 0
@export var damage : int = 0
@export var priority : int = 0
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@export var expReward : int = 0
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@export var cost : int = 0
@export var minSpawnRange : float = 0
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@export var canAttack : bool = true
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@onready var ai : Node = $AI
@onready var animatedSprite : AnimatedSprite2D = $AnimatedSprite2D
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@onready var attackArea : Area2D = $AttackArea
@onready var damageCollision : CollisionShape2D = $DamageArea/DamageCollision
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@onready var bodyCollision : CollisionShape2D = $BodyCollision
@onready var spawnableUI : Control = $UIContainer/SpawnableUI
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var isAlive : bool = true
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var isFacingLeft : bool = false
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var direction : Vector2 = Vector2.ZERO
var enemy : CharacterBody2D = null
var currentHp : int = 0
var cooldown : float = 0
func _ready():
enemy = get_node("../Enemy")
currentHp = maxHp
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spawnableUI.setHP(currentHp, maxHp)
spawnableUI.visible = true
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animatedSprite.play("default")
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func _process(delta):
if !isAlive:
return
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if enemy != null:
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direction = ai.getDirection(global_position, enemy.global_position)
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else:
direction = Vector2.ZERO
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if !isFacingLeft && direction.x < 0:
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isFacingLeft = true
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attackArea.scale = Vector2(-1,1)
damageCollision.scale = Vector2(-1,1)
animatedSprite.flip_h = isFacingLeft
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elif isFacingLeft && direction.x > 0:
isFacingLeft = false
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attackArea.scale = Vector2(1,1)
damageCollision.scale = Vector2(1,1)
animatedSprite.flip_h = isFacingLeft
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velocity = direction * speed * delta
move_and_slide()
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if cooldown > 0:
if cooldown - attackSpeed * delta <= 0:
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cooldown = 0
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else:
cooldown -= attackSpeed * delta
attemptAttack()
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func attemptAttack():
if !canAttack || !isAlive || cooldown > 0:
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return
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if attackArea.overlaps_body(enemy):
attack()
func attack():
cooldown = ATTACK_COOLDOWN
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animatedSprite.play("attack")
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damageCollision.disabled = false
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animatedSprite.connect("animation_finished", endAttack)
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func endAttack():
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damageCollision.disabled = true
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animatedSprite.disconnect("animation_finished", endAttack)
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animatedSprite.play("default")
func receive_damage(dmg):
if !isAlive:
return
if currentHp - dmg <= 0:
currentHp = 0
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call_deferred("die")
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else :
currentHp -= dmg
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spawnableUI.setHP(currentHp, maxHp)
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func die():
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enemy.remove_foe(self)
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bodyCollision.disabled = true
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damageCollision.disabled = true
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spawnableUI.visible = false
isAlive = false
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animatedSprite.stop()
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animatedSprite.play("death")
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if animatedSprite.is_connected("animation_finished", endAttack):
animatedSprite.disconnect("animation_finished", endAttack)
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animatedSprite.connect("animation_finished", fadeOut)
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func fadeOut():
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var tween = get_tree().create_tween()
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tween.tween_property(animatedSprite, "modulate", Color(0,0,0,0), 1)
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tween.tween_callback(clean)
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func clean():
queue_free()
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func _on_damage_area_body_entered(body):
if body == enemy:
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body.receive_damage(damage)