The_Dark_Side_of_Earth/enemies/boss/boss.gd

120 lines
3.4 KiB
GDScript

extends CharacterBody2D
@onready var earthaligner = $EarthAligner
@onready var player = get_tree().get_root().get_node("main/Player")
var moves = ["slam", "wave", "water_rise", "splash"]
@onready var next_move = choose_next_move()
@export var big_blob : PackedScene
@onready var water : Water = get_tree().get_root().get_node("main/Water")
var risen = 0
var attack_ready = true
var idle_dir : Vector2 = Vector2.ZERO
var idle_dir_remaining = 0
var idle_move = true
var target_pos = Vector2.ZERO
var damage = 1
var dead = false
signal grounded
func choose_next_move() -> String:
if $EnemyHurtbox.hp < 2 * $EnemyHurtbox.max_hp / 3 and risen == 0:
risen += 1
return "water_rise"
if $EnemyHurtbox.hp < $EnemyHurtbox.max_hp / 3 and risen == 1:
risen += 1
return "water_rise"
var pool = ["splash"]
if not (position.length() - %Water.radius < 300 and randf()<0.75):
pool.append("slam")
if not (player.position.length() > %Water.radius + 900 and randf()<0.75):
pool.append("wave")
return ["slam", "wave", "splash"].pick_random()
func _physics_process(delta: float) -> void:
if dead: return
up_direction = earthaligner.global_from_local(Vector2.UP)
if attack_ready:
attack_ready = false
call(next_move)
next_move = choose_next_move()
if(is_on_floor()):
grounded.emit()
if idle_move: move_idle(delta)
if($Hitbox.overlaps_body(player)):
player.hurt(damage, self.position - player.position)
move_and_slide()
func move_idle(delta : float):
idle_dir_remaining -= delta
if(idle_dir_remaining <= 0):
target_pos = player.position + player.earth_aligner.global_from_local(Vector2.UP) * 400
target_pos += randf_range(0, max(200, (target_pos - global_position).length())*0.25) * Vector2.from_angle(randf_range(0,TAU))
idle_dir = (target_pos - global_position).normalized()* max(200, (target_pos - global_position).length()) * 0.4
idle_dir_remaining = 0.5
velocity = idle_dir
func slam():
idle_move = false
velocity = up_direction * 500
await get_tree().create_timer(0.6).timeout
damage = 2
velocity = up_direction * -1500
await grounded
$SoundSlam.play()
destroy_below()
damage = 1
velocity = up_direction * 500
await get_tree().create_timer(0.3).timeout
damage = 2
velocity = up_direction * -1500
await grounded
$SoundSlam.play()
destroy_below()
damage = 1
velocity = up_direction * 35
await get_tree().create_timer(3).timeout
idle_move = true
attack_ready = true
func destroy_below():
if dead: return
for body in $DestructionChecker.get_overlapping_bodies():
if(body.has_method("destroy")): body.destroy()
func wave():
var angle = atan2(player.position.y, player.position.x)
var dir = randi_range(0, 1) * 2 - 1
var speed = 3000/water.radius_base
water.create_tsunami(angle - speed * dir*TAU/30, dir, speed)
await get_tree().create_timer(4).timeout
attack_ready = true
func water_rise():
water.rise_water()
await get_tree().create_timer(5).timeout
attack_ready = true
func splash():
var blob_instance = big_blob.instantiate()
get_tree().get_root().get_node("main").add_child(blob_instance)
blob_instance.position = player.position
blob_instance.rotation = randf_range(0, TAU)
await get_tree().create_timer(5).timeout
attack_ready = true
func die():
dead = true
for child in get_children():
if not child is AudioStreamPlayer2D:
child.queue_free()
await $AudioStreamPlayer2D.finished
queue_free()
func _on_enemy_hurtbox_damage_taken(_damage, _dir) -> void:
if dead: return
$AudioStreamPlayer2D.play()