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Revert "Continuous damage in enemies"
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This reverts commit 6d8b880.
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konsumlamm committed Apr 16, 2024
1 parent 1178640 commit 4fcbf18
Showing 1 changed file with 12 additions and 32 deletions.
44 changes: 12 additions & 32 deletions src/scripts/enemies/enemy.gd
Original file line number Diff line number Diff line change
Expand Up @@ -3,22 +3,18 @@ class_name Enemy extends CharacterBody2D
const SPIKE_DAMAGE_COOLDOWN = 0.7
const SPIKE_DAMAGE := 10

const AURA_COOLDOWN = 1.0

@export var score: int = 10
@export var life := 50.0
@export var MOVEMENT_SPEED := 10.0
@export var ATTACK_DAMAGE := 10
@export var KNOCKBACK_STRENGTH := 400.0
@export var KNOCKBACK_STRENGTH := 800.0
const KNOCKBACK_VELOCITY_SCALING := 0.4
@export var KNOCKBACK_ENVELOPE: float = 0.977
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var knockback = Vector2(0, 0)
var damage_multiplier = 1.0
var spike_damage_timer := 0.0
var colliding_spike := false
var aura_timer := 0.0
var colliding_player := false

@onready var hit_indicator: AnimationPlayer = $HitIndicatorAnimationPlayer
@onready var health_bar: ProgressBar = $HealthBar
Expand Down Expand Up @@ -75,21 +71,12 @@ func do_physics(delta: float):
velocity += knockback
knockback *= KNOCKBACK_ENVELOPE

if colliding_spike:
if spike_damage_timer <= 0.0:
take_damage(SPIKE_DAMAGE)
spike_damage_timer = SPIKE_DAMAGE_COOLDOWN
else:
spike_damage_timer -= delta

if colliding_player:
if aura_timer <= 0.0:
hit_player()
aura_timer = AURA_COOLDOWN
else:
aura_timer -= delta

func hit_player():
spike_damage_timer = max(spike_damage_timer - delta, 0.0)
if colliding_spike and not spike_damage_timer:
take_damage(SPIKE_DAMAGE)
spike_damage_timer = SPIKE_DAMAGE_COOLDOWN

func hit_player(player: CharacterBody2D):
var direction = velocity
direction = direction.normalized() + direction * KNOCKBACK_VELOCITY_SCALING
player.knockback = direction * KNOCKBACK_STRENGTH
Expand All @@ -105,22 +92,15 @@ func i_am_gonna_kill_myself():
var world = get_tree().get_first_node_in_group("world")
world.add_score(score)
world.check_room_cleared()
player.heal_enemy_die()
get_tree().get_first_node_in_group('player').heal_enemy_die()
queue_free()


func _on_hit_collider_body_entered(_body):
colliding_player = true
aura_timer = 0.0

func _on_hit_collider_body_exited(_body):
colliding_player = false
func _on_hit_collider_body_entered(body):
hit_player(body)

func _on_spike_collider_body_entered(body: Node2D) -> void:
if body is TileMap:
colliding_spike = true
spike_damage_timer = 0.0
if body is TileMap: colliding_spike = true

func _on_spike_collider_body_exited(body: Node2D) -> void:
if body is TileMap:
colliding_spike = false
if body is TileMap: colliding_spike = false

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