Update Enemy.gd

This commit is contained in:
MarcEricMartel 2023-10-10 17:20:44 -04:00
parent 0da0aaadf0
commit 057009acc9

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@ -26,6 +26,10 @@ extends CharacterBody2D
@onready var atk2l: Node = get_node("AttackArea/Attack2CollisionL") @onready var atk2l: Node = get_node("AttackArea/Attack2CollisionL")
@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionR") @onready var atk2r: Node = get_node("AttackArea/Attack2CollisionR")
@onready var atkL: Node = atk1l
@onready var atkR: Node = atk1r
@onready var atk: String = "Attack"
@onready var list: Array = [] @onready var list: Array = []
func add_foe(foe): func add_foe(foe):
@ -70,26 +74,33 @@ func processAI(objs, delta):
func attack(): func attack():
is_attacking = true is_attacking = true
if (level > 3):
setAnimState("Attack2") setAnimState(atk)
if is_facing_left: if is_facing_left:
atk2r.set_disabled(false) atkL.set_disabled(false)
else:
atk2l.set_disabled(false)
else: else:
setAnimState("Attack") atkR.set_disabled(false)
if is_facing_left:
atk1r.set_disabled(false) #if (level > 3):
else: # setAnimState("Attack2")
atk1l.set_disabled(false) # if is_facing_left:
# atk2r.set_disabled(false)
# else:
# atk2l.set_disabled(false)
# else:
# setAnimState("Attack")
# if is_facing_left:
# atk1r.set_disabled(false)
# else:
# atk1l.set_disabled(false)
func stop_attack(): func stop_attack():
is_attacking = false is_attacking = false
atk1l.set_disabled(true) atkL.set_disabled(true)
atk1r.set_disabled(true) atkR.set_disabled(true)
atk2l.set_disabled(true) #atk2l.set_disabled(true)
atk2r.set_disabled(true) #atk2r.set_disabled(true)
func setAnimState(newstate): func setAnimState(newstate):
@ -123,9 +134,15 @@ func setLevel(lvl):
lvlanim.restart() lvlanim.restart()
lvlsnd.play() lvlsnd.play()
if level > 2: if level > 3:
cooldown.wait_time = 1 atk = "Attack2"
atkL = atk2l
atkR = atk2r
damage = 7
if level > 4:
cooldown.wait_time = 1
if level > 5: if level > 5:
damage = 12 damage = 12