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83 lines
1.7 KiB
GDScript
83 lines
1.7 KiB
GDScript
extends RigidBody2D
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# Member variables
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const STATE_WALKING = 0
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const STATE_DYING = 1
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var state = STATE_WALKING
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var direction = -1
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var anim = ""
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onready var rc_left = $raycast_left
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onready var rc_right = $raycast_right
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var WALK_SPEED = 50
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var bullet_class = preload("res://bullet.gd")
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func _die():
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queue_free()
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func _pre_explode():
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#make sure nothing collides against this
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$shape1.queue_free()
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$shape2.queue_free()
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$shape3.queue_free()
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# Stay there
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mode = MODE_STATIC
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$sound_explode.play()
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func _integrate_forces(s):
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var lv = s.get_linear_velocity()
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var new_anim = anim
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if state == STATE_DYING:
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new_anim = "explode"
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elif state == STATE_WALKING:
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new_anim = "walk"
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var wall_side = 0.0
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for i in range(s.get_contact_count()):
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var cc = s.get_contact_collider_object(i)
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var dp = s.get_contact_local_normal(i)
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if cc:
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if cc is bullet_class and not cc.disabled:
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mode = MODE_RIGID
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state = STATE_DYING
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#lv = s.get_contact_local_normal(i) * 400
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s.set_angular_velocity(sign(dp.x) * 33.0)
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set_friction(1)
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cc.disable()
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$sound_hit.play()
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break
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if dp.x > 0.9:
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wall_side = 1.0
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elif dp.x < -0.9:
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wall_side = -1.0
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if wall_side != 0 and wall_side != direction:
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direction = -direction
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$sprite.scale.x = -direction
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if direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding():
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direction = -direction
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$sprite.scale.x = -direction
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elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
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direction = -direction
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$sprite.scale.x = -direction
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lv.x = direction * WALK_SPEED
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if anim != new_anim:
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anim = new_anim
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$anim.play(anim)
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s.set_linear_velocity(lv)
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