cave-of-dreams/scripts/test_enemy.gd
2026-05-09 13:18:11 -04:00

124 lines
3.6 KiB
GDScript

extends CharacterBody3D
const SPEED = 2.5
const JUMP_VELOCITY = 4.5
var walk_animation_time = 0
var face_rotation = null
var face_left = false
var combatable = false
var health = 100
var iframes = 0
@onready var game = get_parent()
@onready var camera = game.get_node("PlayerCamera")
func hit_me():
iframes = 0.5
health -= 10
func _ready() -> void:
$DreamerBody.look_at(game.get_node("PlayerCamera").global_position)
$DreamerBody.rotation.x = 0
face_rotation = $DreamerBody.rotation.y
func _physics_process(delta: float) -> void:
if iframes > 0:
iframes -= delta
$DreamerBody/Body.modulate.a = 0.5
else:
$DreamerBody/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:
$DreamerBody.rotation.y = face_rotation + deg_to_rad(180)
else:
$DreamerBody.rotation.y = face_rotation
if combatable:
$DreamerBody/Body/ArmPivot.rotation.z = player_position.angle_to_point(get_viewport().get_mouse_position())
$HitCollision.rotation.y = -$DreamerBody/Body/ArmPivot.rotation.z + face_rotation
if ($DreamerBody/Body/ArmPivot.rotation_degrees.z < -90) or ($DreamerBody/Body/ArmPivot.rotation_degrees.z > 90):
face_left = true
$DreamerBody/Body/ArmPivot.scale.y = -1
$DreamerBody/Body/ArmPivot.scale.x = -1
var mouse_pos = get_viewport().get_mouse_position()
mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y)
$DreamerBody/Body/ArmPivot.rotation.z = viewport_half.angle_to_point(mouse_pos)
else:
face_left = false
$DreamerBody/Body/ArmPivot.scale.y = 1
$DreamerBody/Body/ArmPivot.scale.x = 1
else:
$DreamerBody/Body/ArmPivot.global_rotation.y = face_rotation
$DreamerBody/Body/ArmPivot.scale.y = 1
$DreamerBody/Body/ArmPivot.scale.x = 1
$DreamerBody/Body/ArmPivot.rotation.z = 0
if Input.is_action_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
$DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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 direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
$DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length()))
else:
if is_on_floor():
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
$DreamerBody/Animator.set("parameters/walk/blend_amount", 0)
if direction and is_on_floor():
walk_animation_time += delta * 25
$DreamerBody.position.y = sin(walk_animation_time + 1) / 16
$DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16
else:
walk_animation_time = 0
$DreamerBody.rotation.z /= 1 + (delta * 2.5)
$DreamerBody.position.y /= 1 + (delta * 12)
if is_on_floor():
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
else:
if velocity.y < 0:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 1)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
else:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
$DreamerBody/Animator.set("parameters/leap/blend_amount", 1)
move_and_slide()
$Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01