mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
94 lines
2.3 KiB
GDScript
94 lines
2.3 KiB
GDScript
extends Enemy
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var jumping := false
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var jump_direction := 0
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@export var auto_charge := false
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var charging := false
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var wall_jump := false
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var target_player: Player = null
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const HAMMER = preload("res://Scenes/Prefabs/Entities/Items/Hammer.tscn")
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func _ready() -> void:
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$MovementAnimations.play("Movement")
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$Timer.start()
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$JumpTimer.start()
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$HammerTimer.start()
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func _process(delta: float) -> void:
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target_player = get_tree().get_first_node_in_group("Players")
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direction = sign(target_player.global_position.x - global_position.x)
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$Sprite.scale.x = direction
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if $TrackJoint.is_attached: $MovementAnimations.play("RESET")
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func _physics_process(delta: float) -> void:
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apply_enemy_gravity(delta)
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if charging and target_player != null:
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if is_on_wall() and is_on_floor():
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jump(true)
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velocity.x = 50 * direction
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else:
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velocity.x = 0
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move_and_slide()
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handle_collision()
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func handle_collision() -> void:
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var can_pass_block := false
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if jump_direction == -1:
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can_pass_block = velocity.y < -50
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elif jump_direction == 1:
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can_pass_block = velocity.y <= 250
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$Collision.set_deferred("disabled", can_pass_block and jumping and not wall_jump)
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if is_on_floor() and jumping:
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jumping = false
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func jump(wall := false) -> void:
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if is_on_floor() == false:
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return
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wall_jump = wall
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jumping = true
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jump_direction = [-1, 1].pick_random()
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if jump_direction == -1 and $UpBlock.is_colliding() == false:
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jump_direction = 1
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if jump_direction == 1 and ($BlockDetect.is_colliding() or global_position.y >= -1):
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jump_direction = -1
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if jump_direction == -1:
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velocity.y = -300
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else:
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velocity.y = -140
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$JumpTimer.start(randf_range(1, 5))
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func do_hammer_throw() -> void:
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for i in randi_range(1, 6):
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await throw_hammer()
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await get_tree().create_timer(0.25, false).timeout
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$HammerTimer.start(randf_range(2, 5))
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func throw_hammer() -> void:
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$Sprite/Hammer.show()
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$Sprite.play("Hammer")
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await get_tree().create_timer(0.5, false).timeout
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spawn_hammer()
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$Sprite.play("Idle")
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$Sprite/Hammer.hide()
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func spawn_hammer() -> void:
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var node = HAMMER.instantiate()
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node.global_position = $Sprite/Hammer.global_position
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node.direction = direction
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if $TrackJoint.is_attached:
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get_parent().owner.add_sibling(node)
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else:
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add_sibling(node)
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func charge() -> void:
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charging = true
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$MovementAnimations.play("RESET")
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func on_screen_entered() -> void:
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if auto_charge:
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charge()
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