Fronter/RectangleReturn.gd

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3.9 KiB
GDScript3
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extends "res://Bad.gd"
signal flash
signal boss_health
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var right_laser_alive = true
var left_laser_alive = true
var move_left = true
var move_down = true
var speed_multiplier = 3
var fight_started = false
func _ready():
speed = 0
position.x = 1200
starting_health = 2800
health = starting_health
$RightArm/BadLaser.independent = false
$RightArm/BadLaser.health_multi = 5
$LeftArm/BadLaser.independent = false
$LeftArm/BadLaser.health_multi = 5
$RightArm/BadLaser.fire_speed = 0
$LeftArm/BadLaser.fire_speed = 0
$RightArm/BadLaser/Rotatable.rotation_degrees = -45
# $RightArm/BadLaser.health = 10
# $LeftArm/BadLaser.health = 10
pass
func _process(delta):
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#$RightArm/Forearm.rotate(delta/10)
# print(health)
wobble(delta)
# print(position.x)
if position.x < 903:
move_left = false
# health -= 25*delta
if !fight_started:
$LeftArm/AnimationPlayer.play("block")
$RightArm/AnimationPlayer.play("block")
fight_started = true
if move_left:
position.x -= delta*20
if $LeftArm/AnimationPlayer.assigned_animation == "retract" && $LeftArm/AnimationPlayer.current_animation != "retract":
$RightArm/BadLaser.fire_speed = 50
$LeftArm/BadLaser.fire_speed = 50
if health <= 2000:
if $LeftArm/AnimationPlayer.assigned_animation != "blockL" && $LeftArm/AnimationPlayer.assigned_animation != "spinoff":
$LeftArm/AnimationPlayer.play("blockL")
if $RightArm/AnimationPlayer.assigned_animation != "blockL" && $RightArm/AnimationPlayer.assigned_animation != "spinoff":
$RightArm/AnimationPlayer.play("blockL")
$RightArm/AnimationPlayer.seek(0.5)
if health <= 2500 && health > 2000:
if $LeftArm/AnimationPlayer.assigned_animation != "retract":
$LeftArm/AnimationPlayer.play("retract")
if $RightArm/AnimationPlayer.assigned_animation != "retract":
$RightArm/AnimationPlayer.play("retract")
# health -= delta*100
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if right_laser_alive:
if $RightArm/BadLaser:
# $RightArm/BadLaser.health -= delta*30
if $RightArm/BadLaser.health <= 100:
$RightArm/BadLaser.fire_speed = 150
elif $RightArm/BadLaser/AnimatedSprite.frame != 1:
$RightArm/AnimationPlayer.play("spinoff")
$RightArm/BadLaser/AnimatedSprite.frame = 1
$RightArm/BadLaser.fire_speed = 0
$RightArm/BadLaser/Line2D.visible = false
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if left_laser_alive:
if $LeftArm/BadLaser:
# $LeftArm/BadLaser.health -= delta*30
if $LeftArm/BadLaser.health <= 100:
$LeftArm/BadLaser.fire_speed = 150
elif $LeftArm/BadLaser/AnimatedSprite.frame != 1:
$LeftArm/AnimationPlayer.play("spinoff")
$LeftArm/BadLaser.fire_speed = 0
$LeftArm/BadLaser/AnimatedSprite.frame = 1
$LeftArm/BadLaser/Line2D.visible = false
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func hit(who):
if fight_started:
health -= who.damage/(health_multi*3.5)
print("Rectangle Return: ", health)
if get_tree().is_network_server():
rpc("bossHealth", health)
emit_signal("boss_health", health, starting_health)
func _on_LeftBadLaser_dead(money):
if left_laser_alive:
left_laser_alive = false
func _on_RightBadLaser_dead(money):
if right_laser_alive:
right_laser_alive = false
func normalFireSpeed():
# $RightArm/BadLaser.fire_speed = 25
# $LeftArm/BadLaser.fire_speed = 25
$RightArm/BadLaser.fire_speed = 10
$LeftArm/BadLaser.fire_speed = 10
if get_tree().is_network_server():
rpc("bossHealth", health)
emit_signal("boss_health", health, starting_health)
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func wobble(delta):
if position.y - 305 > 4:
move_down = false
if position.y - 305 <= -4:
move_down = true
if abs(position.y - 305) > 4:
speed_multiplier = 1
elif abs(position.y - 305) > 3:
speed_multiplier = 1
elif abs(position.y - 305) > 2:
speed_multiplier = 2
elif abs(position.y - 305) <= 2:
speed_multiplier = 3
if move_down:
if health > 1000:
position.y += delta*speed_multiplier
else:
if health > 1000:
position.y -= delta*speed_multiplier
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func flash():
emit_signal("flash")
func _exit_tree():
$LeftArm/BadLaser.queue_free()
$RightArm/BadLaser.queue_free()