125 lines
3.7 KiB
GDScript
125 lines
3.7 KiB
GDScript
extends CharacterBody2D
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@onready var earthaligner = $EarthAligner
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@onready var player = get_tree().get_root().get_node("main/Player")
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var moves = ["slam", "wave", "water_rise", "splash"]
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@export var big_blob : PackedScene
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@onready var water : Water = get_tree().get_root().get_node("main/Water")
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var risen = 0
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var attack_ready = true
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var idle_dir : Vector2 = Vector2.ZERO
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var idle_dir_remaining = 0
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var idle_move = true
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var target_pos = Vector2.ZERO
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var damage = 1
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var dead = false
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signal grounded
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signal slam_step_finished
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func choose_next_move() -> String:
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if $EnemyHurtbox.hp <= 3 * $EnemyHurtbox.max_hp / 4 and risen == 0:
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risen += 1
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return "water_rise"
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if $EnemyHurtbox.hp <= $EnemyHurtbox.max_hp / 2 and risen == 1:
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risen += 1
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return "water_rise"
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var pool = ["splash"]
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if not (position.length() - water.radius < 300 and randf()<0.75):
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pool.append("slam")
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if not (player.position.length() > water.radius + 900 and randf()<0.75):
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pool.append("wave")
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return ["slam", "wave", "splash"].pick_random()
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func _process(_delta: float) -> void:
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if dead: return
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if attack_ready:
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attack_ready = false
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call(choose_next_move())
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func _physics_process(delta: float) -> void:
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if dead: return
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up_direction = earthaligner.global_from_local(Vector2.UP)
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if(is_on_floor()):
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grounded.emit()
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if idle_move: move_idle(delta)
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if($Hitbox.overlaps_body(player)):
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player.hurt(damage, self.position - player.position)
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move_and_slide()
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func move_idle(delta : float):
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idle_dir_remaining -= delta
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if(idle_dir_remaining <= 0):
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target_pos = player.position + player.earth_aligner.global_from_local(Vector2.UP) * 400
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target_pos += randf_range(0, max(200, (target_pos - global_position).length())*0.25) * Vector2.from_angle(randf_range(0,TAU))
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idle_dir = (target_pos - global_position).normalized()* max(200, (target_pos - global_position).length()) * 0.4
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idle_dir_remaining = 0.5
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velocity = idle_dir
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func slam():
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idle_move = false
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velocity = up_direction * 500
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await get_tree().create_timer(0.6).timeout
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await slam_step()
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damage = 1
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velocity = up_direction * 500
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await get_tree().create_timer(0.3).timeout
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await slam_step()
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velocity = up_direction * 35
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await get_tree().create_timer(3).timeout
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idle_move = true
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attack_ready = true
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func slam_step():
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damage = 2
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velocity = up_direction * -1500
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grounded.connect(func(): slam_step_finished.emit())
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get_tree().create_timer(1.5).timeout.connect(func(): slam_step_finished.emit())
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await slam_step_finished
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$SoundSlam.play()
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destroy_below()
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damage = 1
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func destroy_below():
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if dead: return
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for body in $DestructionChecker.get_overlapping_bodies():
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if(body.has_method("destroy")): body.destroy()
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func wave():
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var angle = atan2(player.position.y, player.position.x)
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var dir = randi_range(0, 1) * 2 - 1
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var speed = 3000/water.radius_base
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water.create_tsunami(angle - speed * dir*TAU/30, dir, speed)
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await get_tree().create_timer(0.5).timeout
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$Wave.play()
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await get_tree().create_timer(3.5).timeout
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attack_ready = true
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func water_rise():
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water.rise_water()
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await get_tree().create_timer(5).timeout
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attack_ready = true
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func splash():
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var blob_instance = big_blob.instantiate()
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get_tree().get_root().get_node("main").add_child(blob_instance)
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blob_instance.position = player.position
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blob_instance.rotation = randf_range(0, TAU)
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await get_tree().create_timer(5).timeout
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attack_ready = true
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func die():
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dead = true
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for child in get_children():
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if not child is AudioStreamPlayer2D:
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child.queue_free()
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$DeathSound.play()
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await $DeathSound.finished
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await get_tree().create_timer(3).timeout
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get_tree().change_scene_to_file("res://ui/victory_screen/victory_screen.tscn")
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queue_free()
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func _on_enemy_hurtbox_damage_taken(_damage, _dir, _id) -> void:
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if dead: return
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$AudioStreamPlayer2D.play()
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