Updated pattern for boss; trying to get it to spawn bullets.
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24 changed files with 606 additions and 28 deletions
82
scenes/boss_horse.gd
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82
scenes/boss_horse.gd
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extends Area2D
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var enemy_type: String = "horse"
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var bullet_scene = preload("res://scenes/boss_bullet.tscn")
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var start_pos = Vector2.ZERO
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var speed = 0
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var tween_speed: float = 1.4
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var exploding = false
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var rotate_speed: int = 100
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var shooter_timer_wait_time: float = 0.2
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var spawn_point_count: int = 4
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var spawn_radius = 100
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@onready var boss = $AnimationPlayer
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@onready var shoot_timer = $ShootTimer
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@onready var rotater = $Rotater
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@onready var screensize = get_viewport_rect().size
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func _ready():
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spawn_bullet()
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#var step = 2 * PI / spawn_point_count
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#for i in range(spawn_point_count):
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#var spawn_point = Node2D.new()
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#var pos = Vector2(spawn_radius, 0).rotated(step * i)
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#spawn_point.position = pos
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#spawn_point.rotation = pos.angle()
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#rotater.add_child(spawn_point)
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#shoot_timer.wait_time = shooter_timer_wait_time
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#shoot_timer.start()
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#func _process(delta: float) -> void:
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#var new_rotation = rotater.rotation_degrees + rotate_speed * delta
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#rotater.rotation_degrees - fmod(new_rotation, 360
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func _process(delta):
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rotater.rotation_degrees += 2 # Adjust rotation speed
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func spawn_bullet():
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var bullet = bullet_scene.instantiate()
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bullet.position = rotater.global_position
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get_parent().add_child(bullet)
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func _on_ShootTimer_timeout() -> void:
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spawn_bullet()
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#for s in rotater.get_children():
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#var b = bullet_scene.instantiate()
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#get_tree().root.add_child(b)
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##b.position = s.global_position
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##b.rotation = s.global_rotation
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func boss_horse():
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await get_tree().create_timer(2).timeout
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EventBus.flash_screen.emit(.25)
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$Sprite2D.frame = 6
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$Horse.show()
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$CollisionShape2D.show()
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var horse_player = $Horse/AnimationPlayer
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horse_player.play("run")
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await get_tree().create_timer(5).timeout
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EventBus.flash_screen.emit(.25)
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$Horse.hide()
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$CollisionShape2D.show()
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func hit_detection():
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print("Horse hit!")
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