Fronter/BadLaser.gd

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GDScript3
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#
# Copyright (C) 2018 Sage Vaillancourt, sagev9000@gmail.com
#
# This file is part of Fronter.
#
# Fronter is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Fronter is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Fronter. If not, see <http://www.gnu.org/licenses/>.
#
extends Area2D
signal dead
export (int) var SPEED
export (PackedScene) var Laser
var screensize
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var fire_speed = 15#0
var health = 400
var hit_timer = 1000
var can_shoot = true
var health_multi = 1
var boss = false
var independent = true
func _on_Visibility_screen_exited():
prints("bye-bye, bad bad")
queue_free()
func _ready():
connect("area_entered", self, "hit")
$Rotatable.rotation_degrees = -90
func hit(who):
health -= who.damage/health_multi
#$AnimatedSprite.frame = 1
hit_timer = 0
var velocity = Vector2()
func _process(delta):
if health <= 0:
emit_signal("dead", 100)
if independent:
queue_free()
if position.x < -100 && independent:
emit_signal("dead", 0)
queue_free()
$Rotatable.rotation_degrees += delta*fire_speed
if ($Rotatable.rotation_degrees > 45 && $Rotatable.rotation_degrees < 55 && can_shoot == true):
can_shoot = false
shoot()
elif ($Rotatable.rotation_degrees > 135 && $Rotatable.rotation_degrees < 145 && can_shoot == true):
can_shoot = false
shoot()
elif ($Rotatable.rotation_degrees > 225 && $Rotatable.rotation_degrees < 235 && can_shoot == true):
can_shoot = false
shoot()
elif ($Rotatable.rotation_degrees > 315 && $Rotatable.rotation_degrees < 325 && can_shoot == true):
can_shoot = false
shoot()
elif ( $Rotatable.rotation_degrees > 55 && $Rotatable.rotation_degrees < 60):
can_shoot = true
elif ( $Rotatable.rotation_degrees > 145 && $Rotatable.rotation_degrees < 150):
can_shoot = true
elif ( $Rotatable.rotation_degrees > 235 && $Rotatable.rotation_degrees < 240):
can_shoot = true
elif ( $Rotatable.rotation_degrees > 325 && $Rotatable.rotation_degrees < 330):
can_shoot = true
if $Rotatable.rotation_degrees > 360:
$Rotatable.rotation_degrees = 0
can_shoot = true
if hit_timer < 0.15:
hit_timer += delta
if health < 100:
fire_speed = 150
elif hit_timer < 0.25:
hit_timer += delta
velocity.x -= 1
else:
velocity.x -= 1
#$AnimatedSprite.frame = 0
if velocity.length() > 0:
velocity = velocity.normalized() * SPEED
if independent == true:
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#print(independent)
position += velocity * delta
var health_bar = Vector2(((health * 3.75) - 750), -1100)
$Line2D.set_point_position( 1, health_bar )
else:
$Line2D.visible = false
health = 99999
func shoot():
if $AnimatedSprite.frame != 1:
var laser = Laser.instance()
get_node("../").add_child(laser)
laser.friendly_laser = false
laser.rotation_degrees = 180
laser.position.y = position.y - 5
laser.position.x = position.x - 95