class_name TemplateSpawnable extends CharacterBody2D @export var maxHp : int = 0 @export var attackSpeed : float = 0 @export var speed : float = 0 @export var damage : int = 0 @export var priority : int = 0 @onready var ai : Node = $AI @onready var animatedSprite : AnimatedSprite2D = $AnimatedSprite2D var isAlive : bool = true var direction : Vector2 = Vector2.ZERO var enemy : CharacterBody2D = null var currentHp : int = 0 var cooldown : float = 0 func _ready(): enemy = get_node("../Enemy") currentHp = maxHp animatedSprite.play("default") func _process(delta): if !isAlive: return if enemy != null: direction = ai.getDirection(position, enemy.position) else: direction = Vector2.ZERO velocity = direction * speed * delta move_and_slide() func attack(target): animatedSprite.play("attack") animatedSprite.connect("animation_finished", endAttack(target)) func endAttack(target): target.receive_damage(damage) animatedSprite.play("default") func receive_damage(dmg): if !isAlive: return if currentHp - dmg <= 0: currentHp = 0 die() else : currentHp -= dmg func die(): isAlive = false animatedSprite.play("death") animatedSprite.connect("animation_finished", self.fadeOut()) func fadeOut(): var tween = Tween.new() add_child(tween) tween.tween_property(animatedSprite, "modulate", Color(0,0,0,0), 1) tween.tween_callback(clean()) func clean(): queue_free()