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AI2world2.gd
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AI2world2.gd
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extends KinematicBody2D
onready var Player = get_parent().get_parent().get_node("Player2/Player")
'''defining var and const'''
var UP = Vector2(0, -1)
var motion = Vector2()
var score = 0
var health = 4
var timer : float = 0
var is_dead = false
var react_time = 400
var next_direction = 0
var direction = 0
var next_dir_time = 0
var next_jump_time = -1
var eye_reach = 10
var vision = 1
var EnemySpeed = 1420
'''function for the game'''
func _ready():
set_physics_process(true)
set_process(true)
func dead():
is_dead = true
EnemySpeed = 0
motion = Vector2(0, 0)
$Area2D/CollisionShape2D.disabled = true
$CollisionShape2D.disabled = true
var female = get_parent().get_parent().get_node("EnemyHolder/AI2/AnimatedSprite")
female.hide()
func set_dir(target_dir):
if next_direction != target_dir:
next_direction = target_dir
next_dir_time = OS.get_ticks_msec() + react_time
func _physics_process(delta):
motion.y += 50
var move = false
var friction = false
#
if Player.position.x < position.x + EnemySpeed:
set_dir(-1)
$AnimatedSprite.flip_h = true
$AnimatedSprite.play("Run")
elif Player.position.x > position.x - EnemySpeed:
set_dir(1)
$AnimatedSprite.flip_h = false
$AnimatedSprite.play("Run")
else:
set_dir(0)
#
friction = true
motion.x = 0
if OS.get_ticks_msec() > next_dir_time:
direction = next_direction
if OS.get_ticks_msec() > next_jump_time and next_jump_time != -1 and is_on_floor():
#
if Player.position.y < position.y - 64:
motion.y = -1000
next_jump_time = -1
motion.x = direction * 500
if Player.position.y < position.y - 64 and next_jump_time == -1:
next_jump_time = OS.get_ticks_msec() + react_time
if is_on_floor() and motion.y > 0:
motion.y = 0
if Input.is_action_pressed("ui_down") and $RayCast2D.is_colliding() and $RayCast2D2.is_colliding() and is_dead == false:
dead()
var AI = get_parent().get_node("AI2/Particles2D3")
AI.show()
var score = get_parent().get_node("Player2/Player")
score.score1()
var kill = get_parent().get_parent().get_node("Sound/enemykill")
kill.play()
var timer = get_parent().get_node("Timerking")
timer.start()
motion = move_and_slide(motion, UP)