Updated CRT enemy facing logic.
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parent
c378433086
commit
7c037ed22c
1 changed files with 22 additions and 24 deletions
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@ -47,28 +47,28 @@ func start(pos):
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func _on_timer_timeout():
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speed = randf_range(75, 100)
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$DirectionTimer.start()
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$ShootTimer.stop() # Stop shooting when changing direction
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func _on_direction_timer_timeout():
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var move_direction = randi_range(0,2)
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match move_direction:
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0:
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crt.frame = 0
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crt.frame = 0 # down - facing
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direction = Vector2(0,1)
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can_shoot = true
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vulnerable = true
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#$DirectionTimer.start()
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$DirectionTimer.start()
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$ShootTimer.start()
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1:
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crt.frame = 1
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crt.frame = 1 # right - facing right
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direction = Vector2(1,0)
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can_shoot = false
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vulnerable = false
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#$DirectionTimer.start()
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$DirectionTimer.start()
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2:
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crt.frame = 2
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crt.frame = 2 # left - facing left
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direction = Vector2(-1,0)
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can_shoot = false
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vulnerable = false
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#$DirectionTimer.start()
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$DirectionTimer.start()
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@ -82,7 +82,7 @@ func _on_shoot_timer_timeout():
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$ShootTimer.start()
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else:
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$ShootTimer.start()
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$ShootTimer.stop() # Don't shoot when can_shoot is false - prevents timer race condition
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func _process(delta):
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@ -132,7 +132,5 @@ func block():
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shader_active = false
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stunned = false
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$DirectionTimer.start()
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$ShootTimer.start() ## Restart shooting after stun period
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print("CRT Not Stunned!")
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