extends Area2D var bullet_scene = preload("res://scenes/enemy_bullet.tscn") var start_pos = Vector2.ZERO var speed = 0 var direction = Vector2(0,1) var tween_speed: float = 1.4 var exploding = false var enemy_move_aggression = randf_range(5, 20) var enemy_shoot_aggression = randf_range(4, 20) @onready var screensize = get_viewport_rect().size @onready var timer = $MoveTimer func _ready(): timer.start() func start(pos): speed = 2 var pos_mod = randf_range(-32,32) #modify the start position randomly position = Vector2(pos.x + pos_mod, -pos.y) #add the modifier #position = Vector2(pos.x, -pos.y) start_pos = pos await get_tree().create_timer(randf_range(0.25, 0.55)).timeout var tween = create_tween().set_trans(Tween.TRANS_BACK) tween.tween_property(self, "position:y", start_pos.y, tween_speed) await tween.finished $MoveTimer.wait_time = enemy_move_aggression $MoveTimer.start() $ShootTimer.wait_time = enemy_shoot_aggression $ShootTimer.start() func _on_timer_timeout(): speed = randf_range(75, 100) $DirectionTimer.start() func _on_direction_timer_timeout(): direction = Vector2(randf_range(-1, 1), randf_range(0, 1)) direction = direction.snapped(Vector2(0,1)) match direction: Vector2(0,1): $EnemyCRT.set_frame(0) Vector2(1,0): $EnemyCRT.set_frame(1) Vector2(-1,0): $EnemyCRT.set_frame(2) $DirectionTimer.start() func _on_shoot_timer_timeout(): var b = bullet_scene.instantiate() get_tree().root.add_child(b) b.start(position) $ShootTimer.wait_time = randf_range(4, 20) $ShootTimer.start() func _process(delta): position += direction * speed * delta #direction = direction.snapped(Vector2(1, 0)) # Snap to horizontal #direction = direction.snapped(Vector2(0, 1)) # Snap to vertical if position.y > screensize.y + 32: start(start_pos) #if position.x > screensize.x + 32: #start(start_pos) # #if position.x < screensize.x + 32: #start(start_pos) #if Input.is_action_just_pressed("ui_right"): #direction = Vector2(1, 0) # Move right #elif Input.is_action_just_pressed("ui_left"): #direction = Vector2(-1, 0) # Move left #elif Input.is_action_just_pressed("ui_up"): #direction = Vector2(0, -1) # Move up #elif Input.is_action_just_pressed("ui_down"): #direction = Vector2(0, 1) # Move down func explode(): if exploding: return exploding = true EventBus.enemy_hit.emit(5) speed = 0 $AnimationPlayer.play("explode") #set_deferred("monitoring", false) await $AnimationPlayer.animation_finished queue_free() EventBus.enemy_died.emit()