add boss enemy and refactor

This commit is contained in:
2025-10-22 16:42:26 +01:00
parent bfefcffb1f
commit c7933ca7b8
11 changed files with 501 additions and 24 deletions

45
scripts/boss.gd Normal file
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@@ -0,0 +1,45 @@
extends CharacterBody2D
@export var speed = 60
@export var hp = 2
var direction = 1
@onready var ray_cast_right: RayCast2D = $RayCastRight
@onready var ray_cast_left: RayCast2D = $RayCastLeft
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var hurt_sound: AudioStreamPlayer2D = $Hurt
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity += get_gravity() * delta
if ray_cast_right.is_colliding():
direction = -1
animated_sprite.flip_h = true
if ray_cast_left.is_colliding():
direction = 1
animated_sprite.flip_h = false
position.x += direction * speed * delta
move_and_slide()
func _on_hit_box_hit() -> void:
hp -= 1
if hp <= 0:
animated_sprite.play("die")
animation_player.play("die")
else:
hurt_sound.play()
animated_sprite.play("hurt")
func _on_animated_sprite_2d_animation_finished() -> void:
animated_sprite.play("default")

1
scripts/boss.gd.uid Normal file
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@@ -0,0 +1 @@
uid://bamgalx75xtf2

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@@ -1,16 +1,11 @@
extends Area2D
@export var animation_player: AnimationPlayer
@export var animation_name: String
@export var animated_sprite: AnimatedSprite2D
@export var animated_sprite_name: String
@export var player_bounce: int
signal hit
func _on_body_entered(player_body: Node2D) -> void:
var player_character_body = player_body as CharacterBody2D
player_character_body.velocity.y = player_bounce
hit.emit()
animated_sprite.play(animated_sprite_name)
animation_player.play(animation_name)

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@@ -4,7 +4,6 @@ extends Area2D
@onready var death: AudioStreamPlayer2D = $Death
func _on_body_entered(player_body: Node2D) -> void:
print("You died.")
death.play()
Engine.time_scale = 0.5
player_body.get_node(NodeTypes.COLLISION_SHAPE_2D).queue_free()

13
scripts/platform.gd Normal file
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@@ -0,0 +1,13 @@
extends Node2D
@export_enum("Green", "Yellow") var colour: String
@onready var sprite_2d: Sprite2D = $Sprite2D
const REGION_DICT: Dictionary[String, Vector2] = {
"Green": Vector2(16, 0),
"Yellow": Vector2(16, 32)
}
func _on_ready() -> void:
print(colour)
sprite_2d.region_rect.position = REGION_DICT[colour]

1
scripts/platform.gd.uid Normal file
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@@ -0,0 +1 @@
uid://ymdnbe621mfv

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@@ -1,12 +1,14 @@
extends CharacterBody2D
@export var speed = 60
@export var hp = 1
var direction = 1
@onready var ray_cast_right: RayCast2D = $RayCastRight
@onready var ray_cast_left: RayCast2D = $RayCastLeft
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
@@ -25,3 +27,10 @@ func _physics_process(delta: float) -> void:
position.x += direction * speed * delta
move_and_slide()
func _on_hit_box_hit() -> void:
hp -= 1
if hp <= 0:
animated_sprite.play("die")
animation_player.play("die")