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Copy pathEnemyKid.gd
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EnemyKid.gd
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extends KinematicBody2D
const HelperFuncs = preload("res://HelperFunctions.gd")
var h = HelperFuncs.new()
var player # set in player node
var stunned = false
var wait = false
export var speed = 60
onready var _animated_sprite = $AnimatedSprite
onready var _stun_timer = $StunTimer
onready var sprite_variants_count = _animated_sprite.frames.get_animation_names().size() / 2
onready var sprite_variant = randi() % sprite_variants_count
func _physics_process(_delta):
if wait == true:
return
if stunned == true:
_animated_sprite.play("laugh" + str(sprite_variant))
return
else:
_animated_sprite.play("default" + str(sprite_variant))
if player:
var direction = (player.global_position - global_position).normalized()
if not player.alive:
direction.x *= -0.05
direction.y *= -0.05
# flip the sprite based on left or right direction on the x axis
if direction.x > 0:
_animated_sprite.flip_h = false
else:
_animated_sprite.flip_h = true
# move the enemy towards the player times speed
move_and_slide(direction * speed)
if (get_slide_count() >= 4):
wait = true
$WaitTimer.start(rand_range(0.3, 0.8))
# destroy enemy if its too far away from the view
h.checkPositionOutOfView(self, player)
func _on_StunTimer_timeout():
stunned = false
func _on_WaitTimer_timeout():
wait = false