extends "res://Bad.gd" signal flash signal boss_health var right_laser_alive = true var left_laser_alive = true func _ready(): speed = 0 starting_health = 3000 health = starting_health $RightArm/Laser/BadLaser.independent = false #$RightArm/BadLaser.health_multi = 3 $LeftArm/Laser/BadLaser.independent = false #$LeftArm/BadLaser.health_multi = 3 $RightArm/Laser/BadLaser.fire_speed = 25 $LeftArm/Laser/BadLaser.fire_speed = 25 $RightArm/Laser/BadLaser/Rotatable.rotation_degrees = -45 pass func _process(delta): #$RightArm/Forearm.rotate(delta/10) if right_laser_alive: if $RightArm/Laser/BadLaser: #$RightArm/Laser/BadLaser.health -= delta*30 if $RightArm/Laser/BadLaser.health <= 100: $RightArm/Laser/BadLaser.fire_speed = 150 else: $RightArm/Laser/BadLaser/AnimatedSprite.frame = 1 $RightArm/Laser/BadLaser.fire_speed = 0 $RightArm/Laser/BadLaser/Line2D.visible = false if left_laser_alive: if $LeftArm/Laser/BadLaser: #$LeftArm/Laser/BadLaser.health -= delta*30 if $LeftArm/Laser/BadLaser.health <= 100: $LeftArm/Laser/BadLaser.fire_speed = 150 else: $LeftArm/Laser/BadLaser.fire_speed = 0 $LeftArm/Laser/BadLaser/AnimatedSprite.frame = 1 $LeftArm/Laser/BadLaser/Line2D.visible = false func hit(who): health -= who.damage/(health_multi*3.5) print(health) if get_tree().is_network_server(): rpc("bossHealth", health) emit_signal("boss_health", health, starting_health) func _on_LeftBadLaser_dead(money): left_laser_alive = false func _on_RightBadLaser_dead(money): right_laser_alive = false func _exit_tree(): $LeftArm/Laser/BadLaser.queue_free() $RightArm/Laser/BadLaser.queue_free()