Files
ludum_dare_46/src/Boss/SlimeBoss/SlimeBoss.gd
Paul Norberger d71b728e94 First changes
2020-04-19 08:53:49 +02:00

95 lines
2.6 KiB
GDScript

extends KinematicBody2D
class_name SlimeBoss
"""
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
#onready var animation_player := $AnimationPlayer
#var animation_tree := $AnimationTree
#onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
HIT
}
var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _physics_process(delta):
totaldamage+=damage_per_second*delta
player_stats.speed+=10*delta
while(totaldamage>1):
totaldamage-=1
player_stats.health-=1
while(totaldamage<-1):
totaldamage+=1
player_stats.health+=1
_debug_update()
if debug == true:
match movementState:
moveState.MOVE:
movement_move(delta)
moveState.HIT:
movement_hit()
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func movement_move(delta):
var input_vector = Vector2.ZERO
# This is a clever way to handle directional input
# Input.get_action_strength(...) returns a value between 0 and 1 depending
# on how strong the controller direction is pressed
# For keyboards it always returns 1 if pressed and 0 if not
# The actions are custom and defined in the project settings
input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left")
input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up")
input_vector = input_vector.normalized()
if input_vector == Vector2.ZERO:
#animation_state.travel("idle")
velocity = Vector2.ZERO
else:
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
pass
elif Input.is_action_just_pressed("attack"):
pass
func movement_hit():
velocity = Vector2.ZERO
func hit_finished():
movementState = moveState.MOVE
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health-=area.damage
damage_per_second = damage_per_second + area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second = damage_per_second - area.damage