"eh bo derek"
This commit is contained in:
		| @@ -14,7 +14,7 @@ | |||||||
| position = Vector2(441, 312) | position = Vector2(441, 312) | ||||||
|  |  | ||||||
| [node name="BatSpawnable" parent="." instance=ExtResource("3_a1ucf")] | [node name="BatSpawnable" parent="." instance=ExtResource("3_a1ucf")] | ||||||
| position = Vector2(248, 225) | position = Vector2(62, 122) | ||||||
|  |  | ||||||
| [node name="BatSpawnable2" parent="." instance=ExtResource("3_a1ucf")] | [node name="BatSpawnable2" parent="." instance=ExtResource("3_a1ucf")] | ||||||
| position = Vector2(644, 251) | position = Vector2(644, 251) | ||||||
|   | |||||||
| @@ -90,6 +90,7 @@ func die(): | |||||||
| 	animatedSprite.play("death") | 	animatedSprite.play("death") | ||||||
| 	animatedSprite.disconnect("animation_finished", endAttack) | 	animatedSprite.disconnect("animation_finished", endAttack) | ||||||
| 	animatedSprite.connect("animation_finished", fadeOut) | 	animatedSprite.connect("animation_finished", fadeOut) | ||||||
|  | 	enemy.remove_foe(self) | ||||||
| 	 | 	 | ||||||
| func fadeOut(): | func fadeOut(): | ||||||
| 	var tween = get_tree().create_tween() | 	var tween = get_tree().create_tween() | ||||||
|   | |||||||
| @@ -44,11 +44,13 @@ func _ready(): | |||||||
| 	atk1r.set_disabled(true) | 	atk1r.set_disabled(true) | ||||||
| 	atk2l.set_disabled(true) | 	atk2l.set_disabled(true) | ||||||
| 	atk2r.set_disabled(true) | 	atk2r.set_disabled(true) | ||||||
|  | 	list.append($"../BatSpawnable") | ||||||
|  | 	list.append($"../BatSpawnable2") | ||||||
| 	 | 	 | ||||||
|  |  | ||||||
| # Called every frame. 'delta' is the elapsed time since the previous frame. | # Called every frame. 'delta' is the elapsed time since the previous frame. | ||||||
| func _process(delta): | func _process(delta): | ||||||
| 	if abs(velocity.x) < 0.1 && abs(velocity.y) < 0.1 && !is_attacking: | 	if abs(velocity.x) < 0.2 && abs(velocity.y) < 0.2 && !is_attacking: | ||||||
| 		setAnimState("Idle") | 		setAnimState("Idle") | ||||||
| 	elif !is_attacking: | 	elif !is_attacking: | ||||||
| 		setAnimState("Run") | 		setAnimState("Run") | ||||||
| @@ -57,32 +59,33 @@ func _process(delta): | |||||||
| 		is_facing_left = velocity.x > 0 && !(velocity.x < 0) | 		is_facing_left = velocity.x > 0 && !(velocity.x < 0) | ||||||
|  |  | ||||||
| 	# AI STUFF | 	# AI STUFF | ||||||
| 	#velocity += processAI(list,delta) | 	velocity += processAI(list) * delta | ||||||
| 	var x = 0 | 	#var x = 0 | ||||||
| 	var y = 0 | 	#var y = 0 | ||||||
| 	 | 	 | ||||||
| 	if Input.is_action_pressed("ui_left"): | 	#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. | 		# Move as long as the key/button is pressed. | ||||||
| 		x -= delta * 50 | 	#	y -= delta * 50 | ||||||
| 	elif Input.is_action_pressed("ui_right"): | 	#elif Input.is_action_pressed("ui_down"): | ||||||
| 		# Move as long as the key/button is pressed. | 		# Move as long as the key/button is pressed. | ||||||
| 		x += delta * 50 | 	#	y += delta * 50 | ||||||
| 	else: | 	#else: | ||||||
| 		velocity.x *= 0.8 | 	#	velocity.y *= 0.8 | ||||||
| 	if Input.is_action_pressed("ui_up"): | 	while velocity.length() > 100: | ||||||
| 		# Move as long as the key/button is pressed. | 		velocity.x *= 0.99 | ||||||
| 		y -= delta * 50 | 		velocity.y *= 0.99 | ||||||
| 	elif Input.is_action_pressed("ui_down"): | 	velocity.x *= 0.99 | ||||||
| 		# Move as long as the key/button is pressed. | 	velocity.y *= 0.99 | ||||||
| 		y += delta * 50 | 	#velocity.x += x | ||||||
| 	else: | 	#velocity.y += y | ||||||
| 		velocity.y *= 0.8 |  | ||||||
| 	 |  | ||||||
| 	velocity.x += x |  | ||||||
| 	velocity.y += y |  | ||||||
| 	 |  | ||||||
| 	 |  | ||||||
| 	 |  | ||||||
| 	 | 	 | ||||||
| 	if !hitanim.is_emitting(): | 	if !hitanim.is_emitting(): | ||||||
| 		anim.modulate.a = 1 | 		anim.modulate.a = 1 | ||||||
| @@ -90,11 +93,25 @@ func _process(delta): | |||||||
| 	move_and_slide() | 	move_and_slide() | ||||||
| 	 | 	 | ||||||
|  |  | ||||||
| func processAI(objs, delta): | func processAI(objs): | ||||||
| 	var vec: Vector2 = Vector2(0,0) | 	var vec: Vector2 = Vector2(0,0) | ||||||
|  | 	var weight: int = 0 | ||||||
| 	for obj in objs: | 	for obj in objs: | ||||||
| 		vec += obj.vecpos * obj.weight * (1 / (position - obj.vecpos)) * delta | 		if position.distance_to(obj.position) > 10: | ||||||
| 	return vec.normalized() | 			weight = abs(obj.priority) * position.distance_to(obj.position) | ||||||
|  | 			vec += weight * position.direction_to(obj.position) | ||||||
|  | 		else: | ||||||
|  | 			weight = obj.priority * position.distance_to(obj.position) * (maxhp / hp) * 100 | ||||||
|  | 			vec += weight * -position.direction_to(obj.position) | ||||||
|  | 	 | ||||||
|  | 	if vec.length() < 5 && objs.size() > 1: | ||||||
|  | 		vec.y *= 3 | ||||||
|  | 	 | ||||||
|  | 	if velocity.length() < 95 && objs.size() > 1: | ||||||
|  | 		vec.y += 10 | ||||||
|  | 		vec.x -= vec.x * .2 | ||||||
|  | 		 | ||||||
|  | 	return vec.normalized() * 100 | ||||||
| 	 | 	 | ||||||
|  |  | ||||||
| func attack(): | func attack(): | ||||||
|   | |||||||
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