Refactored and documented boss spawner, destroy area and ghost
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8c11ee3000
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4 changed files with 21 additions and 12 deletions
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@ -6,6 +6,7 @@ func _ready() -> void:
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pass
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func _on_water_water_reached_max_height() -> void:
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# The boss spawns once the water has risen to its maximum height.
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var node = boss.instantiate()
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add_sibling(node)
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node.position = %Player.position + %Player.earth_aligner.local_from_global(Vector2.UP) * 1000;
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@ -1,4 +1,5 @@
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extends Area2D
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# Attach this to an object to make it destructible
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func destroy():
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get_parent().queue_free()
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@ -1,17 +1,20 @@
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extends Area2D
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@onready var earth_aligner = $EarthAligner
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@onready var player : CharacterBody2D = get_tree().get_root().get_node_or_null("main/Player")
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var target : CharacterBody2D
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# Base stats
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var speed = 100
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var damage = 1
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var player : CharacterBody2D
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var target : CharacterBody2D
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var current_knockback = Vector2.ZERO
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var knockback_weight = 800
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# Aggro range determines at which distance the ghost targets the player,
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# Chase range determines at which distance the ghost stops pursuing the player.
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var aggro_range = 900
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var chase_range = 1400
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var current_knockback = Vector2.ZERO
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var knockback_weight = 800
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func _ready() -> void:
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player = get_tree().get_root().get_node_or_null("main/Player")
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$AnimatedSprite2D.play("default")
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func _process(delta: float) -> void:
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@ -19,28 +22,32 @@ func _process(delta: float) -> void:
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return
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var dist = (position - player.position).length()
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# Set target based on aggression range and whether target is already set
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if(dist > chase_range):
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target = null
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elif(target == null and dist <= aggro_range):
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target = player
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# Move towards the target at constant speed
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if(target!=null):
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var motion = -(position - target.position).normalized() * speed
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self.position += motion * delta * min(1, dist/(motion.length()*delta))
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# Process knockback
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self.position += current_knockback * delta
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current_knockback = current_knockback/pow(1.3, 60*delta)
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if(self.overlaps_body(player)):
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player.hurt(damage, self.global_position-player.global_position)
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func _on_death():
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# First free all other children, then wait for Death Sound to finish
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for child in get_children():
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if not child is AudioStreamPlayer2D:
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child.queue_free()
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await $AudioStreamPlayer2D.finished
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await $HurtSound.finished
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self.queue_free()
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func _on_damage_taken(_damage : int, dir: Vector2, _id):
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current_knockback = - dir * knockback_weight
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$AudioStreamPlayer2D.play()
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$HurtSound.play()
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@ -53,7 +53,7 @@ shape = SubResource("CircleShape2D_6attn")
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[node name="EarthAligner" parent="." instance=ExtResource("3_obmiq")]
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
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[node name="HurtSound" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("7_eqcb8")
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volume_db = 15.0
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