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enemy.gd
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extends KinematicBody2D
enum TILE { SKY = -1, FLOOR, FLOOR_SOLID, HOLE_DMG1, HOLE_DMG2, LADDER, RAILS, HOLE }
enum DIRECTION { IDLE = 0, LEFT, RIGHT, UP, DOWN }
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var player : KinematicBody2D = null
var moveEnemy = false
var isOnLadder: bool = false
var isOnRails: bool = false
var isFalling: bool = false
var isInHole: bool = false
var currentDirection: int = DIRECTION.IDLE
var speed: int = 300
var vel : Vector2 = Vector2()
var tile: int = -1
var changeXDirAt: int = -1
var changeYDirAt: int = -1
const SIZE: int = 64
const HALF_SIZE: int = SIZE / 2
const QTR_SIZE: int = 14
onready var tilemap: TileMap = get_parent().get_node("TileMap")
onready var sprite: Sprite = get_node("Sprite")
# Called when the node enters the scene tree for the first time.
func _ready():
player = get_parent().get_node("Player")
if not player:
print("no player found")
func getTileUpDown(isUp):
var prevTile = tile
var x = int(self.position.x) / SIZE
var y = int(self.position.y) / SIZE
if isFalling == true: # Make sure we did not collide with anything that has collisions on such as the floor or hole
if is_on_floor():
isFalling = false
return
if isOnRails == true && isUp == false: # Drop off the Rails!
isFalling = true
isOnRails = false
return
if not isUp:
y += 1
tile = tilemap.get_cell(x, y)
if isFalling && tile == TILE.LADDER:
isOnLadder = true
isFalling = false
if isInHole == true:
isFalling = false
return
if tile == TILE.SKY: # SKY
if isUp == false:
isFalling = true
isOnLadder = false
isOnRails = false
else:
self.position.y = (y * SIZE) + 28
isFalling = false
isOnLadder = false
isOnRails = false
elif tile == TILE.LADDER: # LADDER
if isOnLadder == false: # Only adjust if the first time on the ladder
self.position.x = (x * SIZE) + HALF_SIZE
isFalling = false
isOnLadder = true
isOnRails = false
elif tile == TILE.RAILS: # RAILING
if (prevTile == TILE.SKY) && isFalling == true: # Fell onto the railing
self.position.y = (y * SIZE) + QTR_SIZE
isOnRails = true
isFalling = false
elif tile == TILE.HOLE: #HOLE
if prevTile == TILE.SkY && isFalling == true:
self.position.y = (y * SIZE) # Drop into the hole
isInHole = true
else:
self.position.y = (y * SIZE) - HALF_SIZE
isFalling = false
isOnLadder = false
isOnRails = false
func getTileLeftRight(isLeft):
var prevTile = tile
var x = int(self.position.x) / SIZE
var y = int(self.position.y) / SIZE
tile = tilemap.get_cell(x, y)
if tile == TILE.RAILS: # RAILS
self.position.y = (y * SIZE) + QTR_SIZE
isFalling = false
isOnLadder= false
isOnRails = true
return
if isOnLadder == false && isOnRails == false:
y += 1
tile = tilemap.get_cell(x, y)
if tile == TILE.FLOOR:
var adjustedY = (y * SIZE) - HALF_SIZE
if float(adjustedY) != self.position.y:
self.position.y = adjustedY
if prevTile == TILE.LADDER && tile == TILE.SKY:
if isLeft:
self.position.x -= HALF_SIZE
else:
self.position.x += HALF_SIZE
isFalling = true
return
if tile == TILE.SKY: # SKY
if isInHole:
return
isFalling = true
isOnLadder = false
isOnRails = false
else:
isFalling = false
if tile == TILE.LADDER: # LADDER
isFalling = false
isOnLadder = false
isOnRails = false
if tile == TILE.RAILS: # RAILS
self.position.y = (y * SIZE)
isFalling = false
isOnLadder= false
isOnRails = true
if tile == TILE.HOLE: # HOLE
self.position.y = (y * SIZE)
isInHole = true
isFalling = true
isOnLadder= false
isOnRails = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
vel.x = 0
vel.y = 0
if isFalling == true:
getTileUpDown(false)
vel.y += speed
else:
if not moveEnemy:
return
if currentDirection == DIRECTION.LEFT:
$AnimationPlayer.play("LeftDirection")
vel.x -= speed
getTileLeftRight(true)
elif currentDirection == DIRECTION.RIGHT:
$AnimationPlayer.play("LeftDirection")
vel.x += speed
getTileLeftRight(false)
elif currentDirection == DIRECTION.UP:
$AnimationPlayer.play("Ladder")
vel.y -= speed
getTileUpDown(true)
elif currentDirection == DIRECTION.DOWN:
$AnimationPlayer.play("Ladder")
getTileUpDown(false)
vel.y += speed
var enemyX = int(self.position.x) / SIZE
var enemyY = int(self.position.y) / SIZE
var playerX = int(player.position.x) / SIZE
var playerY = int(player.position.y) / SIZE
if changeXDirAt != -1:
if enemyX == changeXDirAt:
if playerY >= enemyY:
currentDirection = DIRECTION.DOWN
else:
currentDirection = DIRECTION.UP
self.position.x = enemyX * SIZE
changeXDirAt = -1
return
if changeYDirAt != -1:
if enemyY == changeYDirAt:
# self.position.y -= 45
if playerX >= enemyX:
currentDirection = DIRECTION.RIGHT
else:
currentDirection = DIRECTION.LEFT
changeYDirAt = -1
return
vel = move_and_slide(vel, Vector2.UP)
func checkTileLeftRight(x, y, isPlayerAbove):
var currentTile = tilemap.get_cell(x, y)
if currentTile == TILE.LADDER && isPlayerAbove:
return x
if currentTile != TILE.SKY: # We have something in the way
return -1
var currentTileBelow = tilemap.get_cell(x, y + 1)
if currentTileBelow == TILE.SKY: # We have something in the way
return -1
if currentTileBelow == TILE.LADDER && not isPlayerAbove:
return x
return 99
func checkForLadderToLeft(enemyX, enemyY, isPlayerAbove):
var xDir = -1
for i in range(enemyX-1, 0, -1):
xDir = checkTileLeftRight(i, enemyY, isPlayerAbove)
if xDir != 99:
currentDirection = DIRECTION.LEFT
break
if xDir == 99:
xDir = -1
changeXDirAt = xDir
func checkForLadderToRight(enemyX, enemyY, isPlayerAbove):
var xDir = -1
for i in range(enemyX+1, 42):
xDir = checkTileLeftRight(i, enemyY, isPlayerAbove)
if xDir != 99:
currentDirection = DIRECTION.RIGHT
break
if xDir == 99:
xDir = -1
changeXDirAt = xDir
func checkForTopOfLadder(enemyX, enemyY):
var yDir = -1
for i in range(enemyY, 0, -1):
var currentTile = tilemap.get_cell(enemyX, i)
if currentTile == TILE.SKY || currentTile == TILE.RAILS:
yDir = i
break
if yDir <= 0:
yDir =0
changeYDirAt = yDir
func checkForBottomOfLadder(enemyX, enemyY, playerY):
var yDir = playerY
var lastCheck = playerY-1
if lastCheck <= enemyY:
lastCheck = 18
for i in range(enemyY+1, lastCheck):
var currentTile = tilemap.get_cell(enemyX, i)
if currentTile == TILE.SKY || currentTile == TILE.HOLE:
yDir = -1
currentDirection = DIRECTION.DOWN
isFalling = true
break
if currentTile == TILE.FLOOR || currentTile == TILE.FLOOR_SOLID:
yDir = -1
changeXDirAt = enemyX
break
if currentTile != TILE.LADDER:
yDir = i
break
changeYDirAt = yDir
func _on_Timer_timeout():
if not player || isFalling:
return
var playerY = int(player.position.y) / SIZE
var enemyY = int(self.position.y) / SIZE
var playerX = int(player.position.x) / SIZE
var enemyX = int(self.position.x) / SIZE
if playerY == enemyY:
changeXDirAt = -1
moveEnemy = true
if playerX >= enemyX:
currentDirection = DIRECTION.RIGHT
else:
currentDirection = DIRECTION.LEFT
else:
# if its above us then we need to look for a ladder to get up
var isPlayerAbove = true
if playerY > enemyY:
isPlayerAbove = false
if currentDirection <= 2: # Left and Right Check
if playerX <= enemyX:
checkForLadderToLeft(enemyX, enemyY, isPlayerAbove)
if changeXDirAt == -1:
checkForLadderToRight(enemyX+1, enemyY, isPlayerAbove)
else:
checkForLadderToRight(enemyX, enemyY, isPlayerAbove)
if changeXDirAt == -1:
checkForLadderToLeft(enemyX-1, enemyY, isPlayerAbove)
else: # Up OR Down
if currentDirection == DIRECTION.UP: # Play is above
checkForTopOfLadder(enemyX, enemyY)
else:
checkForBottomOfLadder(enemyX, enemyY, playerY)
moveEnemy = true