"eh bo derek"
This commit is contained in:
		| @@ -14,7 +14,7 @@ | ||||
| position = Vector2(441, 312) | ||||
|  | ||||
| [node name="BatSpawnable" parent="." instance=ExtResource("3_a1ucf")] | ||||
| position = Vector2(248, 225) | ||||
| position = Vector2(62, 122) | ||||
|  | ||||
| [node name="BatSpawnable2" parent="." instance=ExtResource("3_a1ucf")] | ||||
| position = Vector2(644, 251) | ||||
|   | ||||
| @@ -90,6 +90,7 @@ func die(): | ||||
| 	animatedSprite.play("death") | ||||
| 	animatedSprite.disconnect("animation_finished", endAttack) | ||||
| 	animatedSprite.connect("animation_finished", fadeOut) | ||||
| 	enemy.remove_foe(self) | ||||
| 	 | ||||
| func fadeOut(): | ||||
| 	var tween = get_tree().create_tween() | ||||
|   | ||||
| @@ -44,11 +44,13 @@ func _ready(): | ||||
| 	atk1r.set_disabled(true) | ||||
| 	atk2l.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. | ||||
| 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") | ||||
| 	elif !is_attacking: | ||||
| 		setAnimState("Run") | ||||
| @@ -57,32 +59,33 @@ func _process(delta): | ||||
| 		is_facing_left = velocity.x > 0 && !(velocity.x < 0) | ||||
|  | ||||
| 	# AI STUFF | ||||
| 	#velocity += processAI(list,delta) | ||||
| 	var x = 0 | ||||
| 	var y = 0 | ||||
| 	velocity += processAI(list) * delta | ||||
| 	#var x = 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. | ||||
| 		x -= delta * 50 | ||||
| 	elif Input.is_action_pressed("ui_right"): | ||||
| 	#	y -= delta * 50 | ||||
| 	#elif Input.is_action_pressed("ui_down"): | ||||
| 		# 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 | ||||
| 	 | ||||
| 	velocity.x += x | ||||
| 	velocity.y += y | ||||
| 	 | ||||
| 	 | ||||
| 	 | ||||
| 	#	y += delta * 50 | ||||
| 	#else: | ||||
| 	#	velocity.y *= 0.8 | ||||
| 	while velocity.length() > 100: | ||||
| 		velocity.x *= 0.99 | ||||
| 		velocity.y *= 0.99 | ||||
| 	velocity.x *= 0.99 | ||||
| 	velocity.y *= 0.99 | ||||
| 	#velocity.x += x | ||||
| 	#velocity.y += y | ||||
| 	 | ||||
| 	if !hitanim.is_emitting(): | ||||
| 		anim.modulate.a = 1 | ||||
| @@ -90,11 +93,25 @@ func _process(delta): | ||||
| 	move_and_slide() | ||||
| 	 | ||||
|  | ||||
| func processAI(objs, delta): | ||||
| func processAI(objs): | ||||
| 	var vec: Vector2 = Vector2(0,0) | ||||
| 	var weight: int = 0 | ||||
| 	for obj in objs: | ||||
| 		vec += obj.vecpos * obj.weight * (1 / (position - obj.vecpos)) * delta | ||||
| 	return vec.normalized() | ||||
| 		if position.distance_to(obj.position) > 10: | ||||
| 			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(): | ||||
|   | ||||
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