Blud_Mage/Scenes/Spawnables/template_spawnable.gd
MarcEricMartel 4887f593f6 ol
2023-10-11 09:36:16 -04:00

141 lines
3.6 KiB
GDScript

class_name TemplateSpawnable
extends CharacterBody2D
const ATTACK_COOLDOWN : float = 100
var rng = RandomNumberGenerator.new()
@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
@export var expReward : int = 0
@export var BludGen : float = 0
@export var cost : int = 0
@export var minSpawnRange : float = 0
@export var canAttack : bool = true
@export var monsterName : String = ""
@export var monsterIcon : Texture2D = null
@onready var ai : Node = $AI
@onready var animatedSprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var attackArea : Area2D = $AttackArea
@onready var damageCollision : CollisionShape2D = $DamageArea/DamageCollision
@onready var bodyCollision : CollisionShape2D = $BodyCollision
@onready var spawnableUI : Control = $UIContainer/SpawnableUI
@onready var spawnSnd: Array = [ $Spawn1, $Spawn2, $Spawn3, $Spawn4, $Spawn5 ]
@onready var hitSnd: Array = [ $Hit1, $Hit2, $Hit3, $Hit4, $Hit5 ]
@onready var dieSnd: Array = [ $Die1, $Die2, $Die3, $Die4, $Die5 ]
var isAlive : bool = true
var isFacingLeft : bool = false
var direction : Vector2 = Vector2.ZERO
var enemy : CharacterBody2D = null
var currentHp : int = 0
var cooldown : float = 0
signal signal_death(monster : TemplateSpawnable)
func _ready():
enemy = get_node("../Enemy")
currentHp = maxHp
spawnableUI.setHP(currentHp, maxHp)
spawnableUI.visible = true
animatedSprite.play("default")
func _process(delta):
if !isAlive:
return
if enemy != null:
direction = ai.getDirection(global_position, enemy.global_position)
else:
direction = Vector2.ZERO
if !isFacingLeft && direction.x < 0:
isFacingLeft = true
attackArea.scale = Vector2(-1,1)
damageCollision.scale = Vector2(-1,1)
animatedSprite.flip_h = isFacingLeft
elif isFacingLeft && direction.x > 0:
isFacingLeft = false
attackArea.scale = Vector2(1,1)
damageCollision.scale = Vector2(1,1)
animatedSprite.flip_h = isFacingLeft
velocity = direction * speed * delta
move_and_slide()
if cooldown > 0:
if cooldown - attackSpeed * delta <= 0:
cooldown = 0
else:
cooldown -= attackSpeed * delta
attemptAttack()
func attemptAttack():
if !canAttack || !isAlive || cooldown > 0:
return
if attackArea.overlaps_body(enemy):
attack()
func attack():
cooldown = ATTACK_COOLDOWN
animatedSprite.play("attack")
damageCollision.disabled = false
animatedSprite.connect("animation_finished", endAttack)
func endAttack():
damageCollision.disabled = true
animatedSprite.disconnect("animation_finished", endAttack)
animatedSprite.play("default")
func receive_damage(dmg):
if hitSnd:
hitSnd[rng.randi_range(0,4)].play();
if !isAlive:
return
if currentHp - dmg <= 0:
currentHp = 0
call_deferred("die")
else :
currentHp -= dmg
spawnableUI.setHP(currentHp, maxHp)
func die():
if dieSnd:
dieSnd[rng.randi_range(0,4)].play();
enemy.remove_foe(self)
signal_death.emit(self)
bodyCollision.disabled = true
damageCollision.disabled = true
spawnableUI.visible = false
isAlive = false
animatedSprite.stop()
animatedSprite.play("death")
if animatedSprite.is_connected("animation_finished", endAttack):
animatedSprite.disconnect("animation_finished", endAttack)
animatedSprite.connect("animation_finished", fadeOut)
func fadeOut():
var tween = get_tree().create_tween()
tween.tween_property(animatedSprite, "modulate", Color(0,0,0,0), 1)
tween.tween_callback(clean)
func clean():
queue_free()
func _on_damage_area_body_entered(body):
if body == enemy:
body.receive_damage(damage)
func _on_tree_entered():
if spawnSnd:
spawnSnd[rng.randi_range(0,4)].play();