The_Dark_Side_of_Earth/utils/enemy_hurtbox.gd

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class_name EnemyHurtbox extends Area2D
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# HP Management
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@export var max_hp : int
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@onready var hp = max_hp :
set(new_hp):
if new_hp > max_hp:
new_hp = max_hp
if new_hp < 0 :
new_hp = 0
hp = new_hp
if hp == 0:
die()
@export var flash_duration = 0.2
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@export var canvasItem : CanvasItem
@export var flashColor : Color = Color(1.5, 1.5, 1.5)
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# Instance-Specific Damage Cooldown
@export var id_block_time = 0.12
var blocked_damage_ids : Array[int] = []
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signal damage_taken(damage, dir, id)
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signal died
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# Reset Hit Flash
func _on_flash_ended():
if canvasItem != null:
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canvasItem.modulate = Color(1,1,1)
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func hurt(damage : int, dir : Vector2 = Vector2.ZERO, id : int = -1) -> bool:
if not id in blocked_damage_ids:
block_id(id)
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if canvasItem != null: canvasItem.modulate = flashColor
if has_node("FlashTimer"): $FlashTimer.start(flash_duration)
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hp -= damage
damage_taken.emit(damage, dir, id)
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return true
return false
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# When taking damage, prevent damage from that instance for id_block_time.
func block_id(id : int):
blocked_damage_ids.append(id)
await get_tree().create_timer(id_block_time).timeout
var id_pos = blocked_damage_ids.find(id)
if not id_pos == -1: blocked_damage_ids.remove_at(id_pos)
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func die():
died.emit()
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func destroy():
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hurt(10 * max_hp)