make enemies use the event bus
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cb81734279
@ -16,6 +16,7 @@ func _ready() -> void:
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$AnimatedSprite.flip_h = true
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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$FloorChecker.enabled = detect_edges
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(_delta: float) -> void:
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@ -33,6 +34,13 @@ func _physics_process(_delta: float) -> void:
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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func squash() -> void:
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Event.emit_signal("object_removed", self.get_name())
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queue_free()
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))
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@ -22,6 +22,8 @@ func _ready() -> void:
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if direction == 1:
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$AnimatedSprite.flip_h = true
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(delta: float) -> void:
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if $LeftWallChecker.is_colliding():
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@ -29,17 +31,18 @@ func _physics_process(delta: float) -> void:
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elif $RightWallChecker.is_colliding():
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wall_checker_collided($RightWallChecker)
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var velocity: Vector2 = Vector2(0, 0)
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if not follow_path:
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var target_position = position
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target_position.x *= 2 * direction
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position = position.move_toward(target_position, round(speed * delta))
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var velocity = get_velocity_towards_target(delta)
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velocity = get_velocity_towards_target(delta)
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var collision = move_and_collide(velocity, true, true, true)
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if collision and collision.collider.name != "Player":
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var _collision = move_and_collide(velocity)
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else:
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var velocity = get_velocity_towards_target(delta)
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velocity = get_velocity_towards_target(delta)
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var collision = move_and_collide(velocity, true, true, true)
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if collision and collision.collider.name != "Player":
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@ -60,6 +63,8 @@ func _physics_process(delta: float) -> void:
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elif start_position.x + target.x < position.x:
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$AnimatedSprite.flip_h = false
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Event.emit_signal("object_updated", self.get_name(), "Flying", global_position, velocity)
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func get_velocity_towards_target(delta: float) -> Vector2:
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var velocity = Vector2(0, 0)
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@ -80,3 +85,7 @@ func wall_checker_collided(wall_checker: RayCast2D) -> void:
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emit_signal("player_touched")
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Flying", global_position, Vector2(0, 0))
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@ -11,9 +11,14 @@ export var fall_speed = 75.0
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var return_to_start: bool = false
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func _ready() -> void:
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(delta: float) -> void:
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if return_to_start:
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position = position.move_toward(start_position, speed * delta)
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Event.emit_signal("object_updated", self.get_name(), "Rising", global_position, velocity)
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else:
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var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
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if collision:
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@ -21,7 +26,12 @@ func _physics_process(delta: float) -> void:
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$AnimatedSprite.play("normal")
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
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if position.y <= start_position.y:
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return_to_start = false
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$AnimatedSprite.play("angry")
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Falling", global_position, Vector2(0, 0))
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