Diffstat (limited to 'enemy/scripts/EnemyClass.gd')
-rw-r--r--enemy/scripts/EnemyClass.gd97
1 files changed, 0 insertions, 97 deletions
diff --git a/enemy/scripts/EnemyClass.gd b/enemy/scripts/EnemyClass.gd
deleted file mode 100644
index 9970a08..0000000
--- a/enemy/scripts/EnemyClass.gd
+++ /dev/null
@@ -1,97 +0,0 @@
-class_name Enemy
-extends Area2D
-
-var count = 0
-var target
-export var drop_power_up = false
-export var missile = false
-export var ARMOR = 20
-export var score_on_kill = 10
-const ExplosionEffect = preload("res://effects/ExplosionEffect.tscn")
-export var Laser = preload("res://bullets/scenes/EnemyLaser.tscn")
-export var SPEED = 25
-onready var timer = $Timer
-export var shootspeed = 1.5
-var target_destination = Vector2.ZERO
-var damagetobesubtracted
-export var stop_pos = Vector2(200, 0)
-onready var tween = $Tween
-
-
-func _ready():
- target = get_parent().target
- timer.wait_time = shootspeed
- target_destination = global_position
-
-
-func _process(delta):
- if global_position.x > stop_pos.x:
- global_position.x -= SPEED * delta
-
-
-func _exit_tree():
- if drop_power_up and randi() % 10 == 2:
- var powerUp = preload("res://PowerUp.tscn")
- Game.instance_scene_on_main(powerUp, global_position)
-
-
-func damage():
- damagetobesubtracted = rand_range(enemy_damage.min_damage, enemy_damage.max_damage)
- damagetobesubtracted = round(damagetobesubtracted)
- ARMOR -= damagetobesubtracted
- if ARMOR <= 0:
- add_to_score()
- create_explosion()
- queue_free()
-
-
-func _on_Enemy_body_entered(body):
- body.create_hit_effect()
- if not body.is_in_group("Player"):
- body.queue_free()
- damage()
-
-
-func _on_Enemy_area_entered(area):
- if not area.is_in_group("Player"):
- area.create_hit_effect()
- area.queue_free()
- damage()
-
-
-func add_to_score():
- var main = get_tree().current_scene
- if main.is_in_group("World"):
- main.score += score_on_kill
-
-
-func create_explosion():
- Game.instance_scene_on_main(ExplosionEffect, global_position)
-
-
-func _on_VisibilityNotifier2D_screen_exited():
- queue_free()
-
-
-func _on_Timer_timeout():
- if not missile:
- var laser = Game.instance_scene_on_main(Laser, global_position)
- laser.apply_impulse(Vector2.ZERO, Vector2(-50, 0))
- elif missile == true:
- var missiles = preload("res://bullets/scenes/missile.tscn")
- var m = Game.instance_scene_on_main(missiles, global_position)
- m.start(target)
-
-
-func _on_sidestep_timeout():
- var choosing = randi() % 2
- var choice = [30, -30]
- target_destination = global_position + Vector2(0, choice[choosing])
- if target_destination.y > 160:
- target_destination.y = 160
- elif target_destination.y < 10:
- target_destination.y = 10
- tween.interpolate_property(
- self, "position", global_position, target_destination, 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT
- )
- tween.start()