handles enemy respawning properly

This commit is contained in:
Patrick Nueser
2024-06-28 16:12:11 +02:00
parent 1e4be7ba8d
commit 3cf084e69b
17 changed files with 1342 additions and 21 deletions

View File

@ -2,17 +2,19 @@ extends Area2D
signal died
var start_pos = Vector2.ZERO
var speed = 0
var start_pos: Vector2 = Vector2.ZERO
var speed: float = 0
var is_exploded = false
var bullet_scene = preload("res://enemy_bullet/enemy_bullet.tscn")
var bullet_scene: PackedScene = preload("res://enemy_bullet/enemy_bullet.tscn")
@onready var screensize = get_viewport_rect().size
@onready var screensize: Vector2 = get_viewport_rect().size
func start(pos):
speed = 0
position = Vector2(pos.x, -pos.y)
start_pos = pos
is_exploded = false
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, 1.4)
@ -23,6 +25,10 @@ func start(pos):
$ShootTimer.start()
func explode():
if is_exploded:
return
is_exploded = true
speed = 0
$AnimationPlayer.play("explode")
set_deferred("monitoring", false)
@ -44,3 +50,7 @@ func _on_shoot_timer_timeout():
b.start(position)
$ShootTimer.wait_time = randf_range(4, 20)
$ShootTimer.start()
func _on_enemy_ready(pos):
start(pos)