godot/demos/2d/platformer/enemy.gd
Rémi Verschelde 7589b2bf60 Improve code formatting
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - spaces around weak operators (+, -), no spaces around strong operators (*, /)
 - spaces around comparison operators and compound assignment operators
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines
 - comment sentences start with an upper-case letter
2015-12-09 08:39:12 +01:00

85 lines
1.8 KiB
GDScript

extends RigidBody2D
# Member variables
const STATE_WALKING = 0
const STATE_DYING = 1
var state = STATE_WALKING
var direction = -1
var anim = ""
var rc_left = null
var rc_right = null
var WALK_SPEED = 50
var bullet_class = preload("res://bullet.gd")
func _die():
queue_free()
func _pre_explode():
# Stay there
clear_shapes()
set_mode(MODE_STATIC)
get_node("sound").play("explode")
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var new_anim = anim
if (state == STATE_DYING):
new_anim = "explode"
elif (state == STATE_WALKING):
new_anim = "walk"
var wall_side = 0.0
for i in range(s.get_contact_count()):
var cc = s.get_contact_collider_object(i)
var dp = s.get_contact_local_normal(i)
if (cc):
if (cc extends bullet_class and not cc.disabled):
set_mode(MODE_RIGID)
state = STATE_DYING
#lv = s.get_contact_local_normal(i)*400
s.set_angular_velocity(sign(dp.x)*33.0)
set_friction(1)
cc.disable()
get_node("sound").play("hit")
break
if (dp.x > 0.9):
wall_side = 1.0
elif (dp.x < -0.9):
wall_side = -1.0
if (wall_side != 0 and wall_side != direction):
direction = -direction
get_node("sprite").set_scale(Vector2(-direction, 1))
if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
direction = -direction
get_node("sprite").set_scale(Vector2(-direction, 1))
elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
direction = -direction
get_node("sprite").set_scale(Vector2(-direction, 1))
lv.x = direction*WALK_SPEED
if(anim != new_anim):
anim = new_anim
get_node("anim").play(anim)
s.set_linear_velocity(lv)
func _ready():
# Initalization here
rc_left = get_node("raycast_left")
rc_right = get_node("raycast_right")