extends CharacterBody3D const SPEED = 2.5 const JUMP_VELOCITY = 4.5 var face_rotation = null var face_left = false var combatable = false var health = 100 var mid_knockback = false @onready var player = get_parent().get_node("Player") enum { STATE_IDLE, STATE_JUMP, STATE_LEAP, STATE_HIT, } var state = STATE_IDLE var state_timer = 1 var iframes = 0 @onready var game = get_parent() @onready var camera = game.get_node("PlayerCamera") func on_knockback() -> void: state_timer = 99999 state = STATE_HIT $Body/Animator.play("leap") func _ready() -> void: $Body.look_at(game.get_node("PlayerCamera").global_position) $Body.rotation.x = 0 face_rotation = $Body.rotation.y $Body/Animator.play("idle") func _physics_process(delta: float) -> void: state_timer -= delta if state_timer < 0: if state == STATE_IDLE: state = STATE_JUMP state_timer = 0.6 $Body/Animator.play("jump") elif state == STATE_JUMP: state = STATE_LEAP state_timer = 99999 $Body/Animator.play("leap") velocity = global_position.direction_to(player.global_position) * 3 velocity.y = 3 elif (state == STATE_LEAP) and is_on_floor(): state = STATE_IDLE state_timer = randf_range(0.8, 1.5) $Body/Animator.play("idle") elif (state == STATE_HIT) and is_on_floor(): state = STATE_IDLE state_timer = 0 $Body/Animator.play("idle") if iframes > 0: iframes -= delta $Body.modulate.a = 0.5 else: $Body.modulate.a = 1 $HealthLabel.text = str(health) if not is_on_floor(): velocity += get_gravity() * delta var viewport_half = (get_viewport().get_visible_rect().size / 2.0) var player_position = camera.unproject_position(global_transform.origin) print(viewport_half) print(player_position) if face_left: $Body.rotation.y = face_rotation + deg_to_rad(180) else: $Body.rotation.y = face_rotation var input_dir := Vector2.ZERO if not combatable: if input_dir.x > 0: face_left = false if input_dir.x < 0: face_left = true var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if is_on_floor() and not mid_knockback: if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, delta * 16) velocity.z = move_toward(velocity.z, 0, delta * 16) move_and_slide() if mid_knockback: mid_knockback = false $Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01