The_Dark_Side_of_Earth/enemies/ghost.gd

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extends Area2D
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@onready var earth_aligner = $EarthAligner
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var speed = 100
var damage = 1
var player : CharacterBody2D
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var target : CharacterBody2D
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var current_knockback = Vector2.ZERO
var knockback_weight = 800
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var aggro_range = 900
var chase_range = 1400
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func _ready() -> void:
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player = get_tree().get_root().get_node("main/Player")
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func _physics_process(delta: float) -> void:
var dist = (position - player.position).length()
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if(dist > chase_range):
target = null
elif(target == null and dist <= aggro_range):
target = player
if(target!=null):
var motion = -(position - target.position).normalized() * speed
self.position += motion * delta * min(1, dist/(motion.length()*delta))
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self.position += earth_aligner.global_from_local(current_knockback) * delta
current_knockback = current_knockback/pow(1.3, 60*delta)
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if(self.overlaps_body(player)):
player.hurt(damage, self.position-player.position)
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func _on_death():
self.queue_free()
func _on_damage_taken(_damage : int, dir: Vector2):
current_knockback = dir * knockback_weight