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extends CharacterBody2D

# Additional import
var DamageLabelScene = load("res://Scenes/DamageLabel.tscn")
var CorpseScene = preload("res://Scenes/Corpse.tscn")

# Punching Variables
enum State {IDLE, MOVING, PUNCHING}
var state = State.IDLE
var punch_key = ""
var punch_damage = randi_range(7, 12)
var stamina_cost = 5
var bodies_in_hitbox = []
var hitbox_collision_shape
var punch_cooldown = 1.0
var punch_timer = 0.0

var walk_speed = 55
var run_speed = 80
var current_speed = walk_speed
var follow_distance = 300
var minimum_distance = 26  # Adjust this value as needed
var player_follow = false
var player = null
var current_dir = "none"
var last_dir = "down"
var animated_sprite
var linear_velocity = Vector2.ZERO
var running = false

# Attributes
var maxHealth = 100
var currentHealth
var minHealth = 0
var maxStamina = 100
var currentStamina
var minStamina = 0

var hitbox

func _ready():
	add_to_group("npc")
	animated_sprite = get_node("AnimatedSprite2D")
	$healthbar.max_value = maxHealth
	currentHealth = maxHealth
	$healthbar.value = currentHealth
	$staminabar.max_value = maxStamina
	currentStamina = maxStamina
	$staminabar.value = currentStamina
	set_motion_mode(MOTION_MODE_FLOATING)
	hitbox = get_node("npc_hitbox")
	hitbox_collision_shape = hitbox.get_node("CollisionShape2D")
	$PunchTimer.connect("timeout", self._on_punch_timer_timeout)


func _physics_process(delta):
	update_running_state()
	if state != State.PUNCHING:
		move_and_slide()
	if player_follow:
		follow_player(delta)
		velocity = linear_velocity
		move_and_slide()
	else:
		velocity = Vector2.ZERO
	update_animation()
	
	punch_timer += delta
	if player in bodies_in_hitbox and punch_timer >= punch_cooldown:
		check_punch_condition()
		punch_timer = 0


func check_punch_condition():
	if state != State.PUNCHING and player in bodies_in_hitbox and punch_timer >= punch_cooldown:
		perform_punch()
		punch_timer = 0

func follow_player(delta):
	var distance = global_position.distance_to(player.global_position)
	var target_velocity = Vector2.ZERO

	if distance <= follow_distance:
		target_velocity = (player.global_position - global_position).normalized() * current_speed
		if distance < minimum_distance:
			target_velocity = Vector2.ZERO

	linear_velocity = linear_velocity.lerp(target_velocity, 8 * delta)


func update_running_state():
	if currentStamina > 20:
		running = true
		current_speed = run_speed
	else:
		running = false
		current_speed = walk_speed

@warning_ignore("unused_parameter")
func take_damage(damage, attacker_position):
	if currentStamina > 0:
		currentStamina -= damage
		update_stamina_bar()
	else:
		currentHealth -= damage
		update_health_bar()

	var damage_label = DamageLabelScene.instantiate()
	damage_label.text = str(damage)
	damage_label.modulate = Color.WHITE
	var x_offset = randf_range(-10, 10)  # Adjust the range as needed
	damage_label.position = Vector2(x_offset, -50)
	add_child(damage_label)

	var tween = get_tree().create_tween()
	tween.tween_property(damage_label, "position:y", damage_label.position.y - 100, 1)
	tween.tween_property(damage_label, "modulate:a", 0, 1)

	if currentHealth <= 0:
		die()

func die():
	animated_sprite.play("dead")
	set_physics_process(false)


	await get_tree().create_timer(15).timeout
	queue_free()
	$CollisionShape2D.disabled = false

func create_corpse():
	var corpse = CorpseScene.instance()
	corpse.global_position = get_node("npc").global_position
	corpse.currentHealth = 0
	corpse.take_damage = null
	corpse.sprite_resource = animated_sprite.frames
	get_parent().add_child(corpse)

	await get_tree().create_timer(15).timeout

func update_health_bar():
	$healthbar.value = currentHealth

func update_stamina_bar():
	$staminabar.value = currentStamina
func update_animation():
	if state == State.PUNCHING:
		return

	var anim_name = ""
	@warning_ignore("shadowed_variable")
	var state = "walk"

	if running:
		state = "run"

	if velocity.length() < 10:  # Add this threshold
		anim_name = "idle_" + last_dir
	else:
		if abs(velocity.x) > abs(velocity.y):  # Change this line
			if velocity.x > 0:
				last_dir = "right"
			else:
				last_dir = "left"
		else:
			if velocity.y > 0:
				last_dir = "down"
			else:
				last_dir = "up"
		anim_name = state + "_" + last_dir

	if animated_sprite.animation != anim_name:
		animated_sprite.play(anim_name)

		

func perform_punch():
	print("perform_punch called")
	if currentStamina > 0:
		punch_damage = randi_range(7, 12)
		play_punch_anim()
		await get_tree().create_timer(1.0).timeout  # Add a delay to wait for the punch animation to finish
		for body in bodies_in_hitbox:
			if body.has_method("take_damage"):
				body.take_damage(punch_damage, global_position)  # Pass the player's global_position
		currentStamina -= stamina_cost
		state = State.IDLE



func play_punch_anim():
	print("play_punch_anim called")
	if randi() % 2 == 0:
		punch_key = "rpunch"
	else:
		punch_key = "lpunch"

	animated_sprite.play(punch_key + "_" + last_dir)




func _process(_delta):
	if state == State.PUNCHING and not animated_sprite.is_playing():
		_on_punch_anim_finished()


func _on_punch_anim_finished():
	if state == State.PUNCHING:
		state = State.IDLE
		animated_sprite.disconnect("animation_finished", self, "_on_punch_anim_finished")
		for body in bodies_in_hitbox:
			if body.has_method("take_damage"):
				body.take_damage(punch_damage, global_position)  # Pass the player's global_position




func _on_detectionarea_body_entered(body):
	if body.is_in_group("player"):
		player = body
		player_follow = true
		set_physics_process(true)
		print("Following player")

func _on_detectionarea_body_exited(body):
	if body.is_in_group("player"):
		player = null
		player_follow = false
		print("Not following player")

func enemy():
	pass

func _on_npc_hitbox_body_entered(body):
	if body.is_in_group("player"):
		bodies_in_hitbox.append(body)
		print("npc hitbox")
		if not $PunchTimer.is_stopped():
			$PunchTimer.start()

func _on_npc_hitbox_body_exited(body):
	if body.is_in_group("player"):
		bodies_in_hitbox.erase(body)
		print("npc out hitbox")
		$PunchTimer.stop()

func _on_punch_timer_timeout():
	perform_punch()


func _on_animated_sprite_2d_animation_finished():
	if state == State.PUNCHING:
		state = State.IDLE