en théorie ça marche

This commit is contained in:
MarcEricMartel
2023-10-11 00:03:05 -04:00
parent 826e8f1184
commit abb39db50c
17 changed files with 177 additions and 4 deletions

View File

@@ -14,9 +14,9 @@ extends CharacterBody2D
@export var state: String = "Idle"
@export var damage: int = 5
@export var maxAtks: int = 1
@export var currentcooldown: float = 0
@export var maxcooldown: float = 0.5
@onready var currentcooldown: float = 0
@onready var killcount: int = 0
@onready var currAtks: int = 0
@onready var anim: Node = get_node("Sprite")
@@ -60,7 +60,8 @@ func _process(delta):
setAnimState("Die")
is_attacking = false
is_dying = true
$DeathSnd.play()
if is_dying:
pass
if abs(velocity.x) < 1 && abs(velocity.y) < 1 && !is_attacking:
@@ -119,6 +120,7 @@ func processAI(objs):
func attack():
is_attacking = true
$AtkSnd.play()
setAnimState(atk)
if is_facing_left:
@@ -140,6 +142,7 @@ func setAnimState(newstate):
func receive_damage(dmg):
$HitSnd.play()
if hitanim.is_emitting():
pass
hp -= dmg
@@ -201,7 +204,7 @@ func _on_sprite_animation_looped():
func _on_attack_area_body_entered(body):
if typeof(body) == typeof(TemplateSpawnable):
body.receive_damage(damage)
func _on_death_timeout():
pass