mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-07 16:30:06 +01:00
This leads to code that is easier to understand and runs faster thanks to GDScript's typed instructions. The untyped declaration warning is now enabled on all projects where type hints were added. All projects currently run without any untyped declration warnings. Dodge the Creeps and Squash the Creeps demos intentionally don't use type hints to match the documentation, where type hints haven't been adopted yet (given its beginner focus).
87 lines
2.0 KiB
GDScript
87 lines
2.0 KiB
GDScript
class_name Enemy
|
|
extends RigidBody2D
|
|
|
|
const WALK_SPEED = 50
|
|
|
|
enum State {
|
|
WALKING,
|
|
DYING,
|
|
}
|
|
|
|
var _state := State.WALKING
|
|
|
|
var direction := -1
|
|
var anim := ""
|
|
|
|
@onready var rc_left := $RaycastLeft as RayCast2D
|
|
@onready var rc_right := $RaycastRight as RayCast2D
|
|
|
|
|
|
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
|
|
var velocity := state.get_linear_velocity()
|
|
var new_anim := anim
|
|
|
|
if _state == State.DYING:
|
|
new_anim = "explode"
|
|
elif _state == State.WALKING:
|
|
new_anim = "walk"
|
|
|
|
var wall_side := 0.0
|
|
|
|
for collider_index in state.get_contact_count():
|
|
var collider := state.get_contact_collider_object(collider_index)
|
|
var collision_normal := state.get_contact_local_normal(collider_index)
|
|
|
|
if collider is Bullet and not (collider as Bullet).disabled:
|
|
_bullet_collider.call_deferred(collider, state, collision_normal)
|
|
break
|
|
|
|
if collision_normal.x > 0.9:
|
|
wall_side = 1.0
|
|
elif collision_normal.x < -0.9:
|
|
wall_side = -1.0
|
|
|
|
if wall_side != 0 and wall_side != direction:
|
|
direction = -direction
|
|
($Sprite2D as Sprite2D).scale.x = -direction
|
|
if direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding():
|
|
direction = -direction
|
|
($Sprite2D as Sprite2D).scale.x = -direction
|
|
elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
|
|
direction = -direction
|
|
($Sprite2D as Sprite2D).scale.x = -direction
|
|
|
|
velocity.x = direction * WALK_SPEED
|
|
|
|
if anim != new_anim:
|
|
anim = new_anim
|
|
($AnimationPlayer as AnimationPlayer).play(anim)
|
|
|
|
state.set_linear_velocity(velocity)
|
|
|
|
|
|
func _die() -> void:
|
|
queue_free()
|
|
|
|
|
|
func _pre_explode() -> void:
|
|
#make sure nothing collides against this
|
|
$Shape1.queue_free()
|
|
$Shape2.queue_free()
|
|
$Shape3.queue_free()
|
|
|
|
($SoundExplode as AudioStreamPlayer2D).play()
|
|
|
|
|
|
func _bullet_collider(
|
|
collider: Bullet,
|
|
state: PhysicsDirectBodyState2D,
|
|
collision_normal: Vector2
|
|
) -> void:
|
|
_state = State.DYING
|
|
|
|
state.set_angular_velocity(signf(collision_normal.x) * 33.0)
|
|
physics_material_override.friction = 1
|
|
collider.disable()
|
|
($SoundHit as AudioStreamPlayer2D).play()
|