This commit is contained in:
MarcEricMartel 2023-10-10 23:04:25 -04:00
parent b58e56241c
commit 826e8f1184

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@ -14,6 +14,8 @@ extends CharacterBody2D
@export var state: String = "Idle" @export var state: String = "Idle"
@export var damage: int = 5 @export var damage: int = 5
@export var maxAtks: int = 1 @export var maxAtks: int = 1
@export var currentcooldown: float = 0
@export var maxcooldown: float = 0.5
@onready var killcount: int = 0 @onready var killcount: int = 0
@onready var currAtks: int = 0 @onready var currAtks: int = 0
@ -69,34 +71,16 @@ func _process(delta):
if state != "Attack" && state != "Attack2": if state != "Attack" && state != "Attack2":
is_facing_left = velocity.x > 0 && !(velocity.x < 0) is_facing_left = velocity.x > 0 && !(velocity.x < 0)
if currentcooldown > 0.:
currentcooldown -= delta
# AI STUFF # AI STUFF
velocity += processAI(list) * delta velocity += processAI(list) * delta
#var x = 0
#var y = 0
#if Input.is_action_pressed("ui_left"):
# # Move as long as the key/button is pressed.
# x -= delta * 50
#elif Input.is_action_pressed("ui_right"):
# # Move as long as the key/button is pressed.
# x += delta * 50
#else:
# velocity.x *= 0.8
#if Input.is_action_pressed("ui_up"):
# Move as long as the key/button is pressed.
# y -= delta * 50
#elif Input.is_action_pressed("ui_down"):
# Move as long as the key/button is pressed.
# y += delta * 50
#else:
# velocity.y *= 0.8
while velocity.length() > 100: while velocity.length() > 100:
velocity.x *= 0.99 velocity.x *= 0.99
velocity.y *= 0.99 velocity.y *= 0.99
velocity.x *= 0.97 velocity.x *= 0.97
velocity.y *= 0.97 velocity.y *= 0.97
#velocity.x += x
#velocity.y += y
if !hitanim.is_emitting(): if !hitanim.is_emitting():
anim.modulate.a = 1 anim.modulate.a = 1
@ -119,7 +103,9 @@ func processAI(objs):
else: else:
weight = obj.priority * position.distance_to(obj.position) * ((maxhp + 1) / hp) weight = obj.priority * position.distance_to(obj.position) * ((maxhp + 1) / hp)
vec = weight * -position.direction_to(obj.position) vec = weight * -position.direction_to(obj.position)
attack() if currentcooldown <= 0:
attack()
currentcooldown = maxcooldown
if vec.length() < 5 && objs.size() > 1: if vec.length() < 5 && objs.size() > 1:
vec.y *= 3 vec.y *= 3