First_Person_Slapper/Scenes/Enemy.gd

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1.3 KiB
GDScript3
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extends KinematicBody
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signal dying
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var hit_acceleration = 10
var hit_speed = 100
var velocity = Vector3()
var movement = Vector3()
var direction = Vector3()
var gravity_vec = Vector3()
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onready var hurtbox = $Hurtbox/HeadCollision
onready var hitbox = $HitBox/CollisionShape
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onready var particles = $CPUParticles
onready var death_timer = $DeathTimer
onready var mesh = $MeshInstance
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onready var Explosion = $Explosion
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func _ready():
var rng = RandomNumberGenerator.new()
rng.randomize()
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func _physics_process(delta):
velocity = velocity.linear_interpolate(direction * hit_speed, hit_acceleration * delta)
movement.x = velocity.x
movement.y = velocity.y
movement.z = velocity.z
move_and_slide(movement, Vector3.UP)
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if get_slide_count() > 0:
var collision = get_slide_collision(0)
if collision != null:
direction = direction.bounce(collision.normal)
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func get_slapped(slap_level, slap_kill, slap_vector):
if slap_level >= slap_kill:
direction = slap_vector * slap_level
hurtbox.disabled = true
hitbox.disabled = false
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func get_shot(hitboxOwner):
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Explosion.play()
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#hitboxOwner.die()
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die()
func die():
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emit_signal("dying")
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particles.emitting = true
hurtbox.disabled = true
hitbox.disabled = true
mesh.visible = false
death_timer.start(3)
func _on_DeathTimer_timeout():
queue_free()