ape-ame/laser_enemy.gd

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GDScript3
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2024-04-16 20:29:45 -04:00
extends StaticBody2D
@onready var player = $"../Player"
var aiming = true
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if aiming:
look_at(player.global_position)
func fire_laser():
var tween = get_tree().create_tween()
aiming = false
tween.set_parallel(true)
tween.tween_property($Sprite2D/TextureRect, "position", Vector2(-2000, -370), 1).set_ease(Tween.EASE_IN_OUT)
tween.tween_property($Line2D, "modulate", Color.WHITE, 1).set_ease(Tween.EASE_IN)
tween.set_parallel(false)
tween.tween_callback($Line2D.fire)
tween.tween_interval(0.2)
tween.tween_callback(check_player)
tween.set_parallel(true)
tween.tween_property($Line2D, "modulate", Color(Color.WHITE, 0.2), 0.2).set_ease(Tween.EASE_OUT)
tween.tween_property($Sprite2D/TextureRect, "position", Vector2(-1700, -370), 0.5).set_ease(Tween.EASE_IN_OUT)
tween.set_parallel(false)
tween.tween_callback(start_aim)
func start_aim():
aiming = true
func check_player():
var body = $Line2D/RayCast2D.get_collider()
if body != null and body.is_in_group("destructible"):
if body.has_method("destroy"):
body.destroy()
else:
body.queue_free()
func hit(body: Node2D):
if body.name == "Clock":
queue_free()
elif body.name == "Bullet":
body.queue_free()
queue_free()