extends CharacterBody2D @onready var levelup = [300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000] @onready var is_facing_left: bool = false @onready var is_attacking: bool = false @onready var is_dying: bool = false @export var level: int = 1 @export var hp: int = 100 @export var maxhp: int = 100 @export var maxvel: float = 2 @export var experience: int = 0 @export var state: String = "Idle" @export var damage: int = 5 @export var maxAtks: int = 1 @onready var currAtks: int = 0 @onready var anim: Node = get_node("Sprite") @onready var cooldown: Node = get_node("Atk_cooldown") @onready var lvlanim: Node = get_node("LvlUp") @onready var lvlsnd: Node = get_node("LvlUpSnd") @onready var hitanim: Node = get_node("Hit") @onready var atk1l: Node = get_node("AttackArea/Attack1CollisionL") @onready var atk1r: Node = get_node("AttackArea/Attack1CollisionR") @onready var atk2l: Node = get_node("AttackArea/Attack2CollisionL") @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 = [] func add_foe(foe): list.append(foe) func remove_foe(foe): list.erase(foe) # Called when the node enters the scene tree for the first time. func _ready(): atk1l.set_disabled(true) atk1r.set_disabled(true) atk2l.set_disabled(true) atk2r.set_disabled(true) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if abs(velocity.x) < 0.2 && abs(velocity.y) < 0.2 && !is_attacking: setAnimState("Idle") elif !is_attacking: setAnimState("Run") if state != "Attack" && state != "Attack2": is_facing_left = velocity.x > 0 && !(velocity.x < 0) # AI STUFF 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: 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 move_and_slide() func processAI(objs): var vec: Vector2 = Vector2(0,0) var weight: int = 0 for obj in objs: if !obj || !obj.isAlive: continue 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 + 1) / hp) 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(): is_attacking = true setAnimState(atk) if is_facing_left: atkL.set_disabled(false) else: atkR.set_disabled(false) func stop_attack(): is_attacking = false atkL.set_disabled(true) atkR.set_disabled(true) func setAnimState(newstate): anim.animation = newstate anim.flip_h = !is_facing_left state = newstate func receive_damage(dmg): if hitanim.is_emitting(): pass hp -= dmg hitanim.restart() anim.modulate.a = 0.5 if hp < 0: velocity = Vector2(0,0) setAnimState("Die") state = "Die" is_dying = true func receive_exp(x): experience += x if experience > levelup[level - 1] && level <= 8: setLevel(level + 1) func setLevel(lvl): level = lvl lvlanim.restart() lvlsnd.play() if level > 3: atk = "Attack2" atkL = atk2l atkR = atk2r damage = 7 if level > 4: cooldown.wait_time = 1 if level > 5: damage = 12 if level > 7: maxAtks = 2 maxhp += 5 hp += maxhp / 2 if hp > maxhp: hp = maxhp func _on_atk_cooldown_timeout(): currAtks = maxAtks attack() func _on_sprite_animation_looped(): if is_attacking: currAtks -= 1 stop_attack() if currAtks > 0: is_facing_left = !is_facing_left attack() else: currAtks = maxAtks if (is_dying): queue_free() else: is_dying = false func _on_attack_area_body_entered(body): if typeof(body) == typeof(TemplateSpawnable): body.receive_damage(damage)