44 lines
1.2 KiB
GDScript
44 lines
1.2 KiB
GDScript
extends Node2D
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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 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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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 _on_ShootTimer_timeout() -> void:
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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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