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1bit-godot-course/metroidvania/Scenes/Enemies/BossEnemy.gd

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GDScript

extends "res://Scenes/Enemies/Enemy.gd"
var MainInstances = ResourceLoader.MainInstances
const Bullet = preload("res://Scenes/Objects/EnemyBullet.tscn")
export (int) var ACCELERATION = 70
onready var rightWallCheck = $RightWallCheck
onready var leftWallCheck = $LeftWallCheck
func _process(delta):
chase_player(delta)
func chase_player(delta):
var player = MainInstances.Player
if player != null: # We not dead
var direction_to_move = sign(player.global_position.x - global_position.x)
motion.x += ACCELERATION * delta * direction_to_move
motion.x = clamp(motion.x, -MAX_SPEED, MAX_SPEED)
global_position.x += motion.x * delta
rotation_degrees = lerp(rotation_degrees, (motion.x / MAX_SPEED) * 10, 0.3)
if rightWallCheck.is_colliding() and motion.x > 0:
motion.x *= -0.5
if rightWallCheck.is_colliding() and motion.x <= 0:
motion.x *= -0.5
func fire_bullet() -> void:
var bullet = Utils.instance_scene_on_main(Bullet, global_position)
var velocity = Vector2.DOWN * 50
velocity = velocity.rotated(deg2rad(rand_range(-30, 30)))
bullet.velocity = velocity
func _on_Timer_timeout():
fire_bullet()