Files
fps_project_1/scripts/spider.gd
2024-08-06 16:57:28 -05:00

182 lines
5.7 KiB
GDScript

extends CharacterBody3D
var player
@export var health = 3
@export var number_of_drops = 3
@export var SPEED = 3.0
const MAX_LV = 10
const MAX_AV = 10
@export var player_path : NodePath
@export var bullet : Resource
@export var casing : Resource
@export var bullet_speed = 150
@export var bullet_drop = .1
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var turret_look_speed = 6
@onready var level_control = get_tree().current_scene
@onready var nav_agent = $NavigationAgent3D
#@onready var target = $body/target
@onready var movement_shape = $MovementShape
@onready var barrel_1 = $TurretLook/Turret/Barrel1
@onready var barrel_2 = $TurretLook/Turret/Barrel2
@onready var casing_ejector = $TurretLook/Turret/CasingEjector
@onready var prefire_timer = $Timers/prefire_timer
@onready var postfire_timer = $Timers/postfire_timer
@onready var knocked_timer = $Timers/knocked_timer
@onready var stunned_timer = $Timers/stunned_timer
@onready var turret_look_next = $TurretLookNext
@onready var spider_look_next = $SpiderLookNext
@onready var body = $body
@onready var audio_fire = $AUIDO/Fire
@onready var turret = $TurretLook/Turret
@onready var turret_material = turret.get_surface_override_material(2)
@export var stamina : Resource
@export var ammo : Resource
@export var money : Resource
@export var health_pickup : Resource
@export var die_particles : Resource
@onready var turret_look = $TurretLook
var gravity = 9.8
var particlespawn
var rng = RandomNumberGenerator.new()
var rand_select
var rand_item
var body_look_to
var distance_to_player
var hive_velocity
var hive_nav_point
var knocked = false
var stunned = false
func _ready():
player = level_control.player
turret_material.emission_enabled = false
#randomly start the postfire timer so enemy turrets aren't synced
var random_time = rng.randf_range(0,5)
await get_tree().create_timer(random_time).timeout
postfire_timer.start()
func _process(delta):
# Navigation
if !knocked:
if hive_velocity:
velocity = hive_velocity
if !stunned:
if player != null:
spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
turret_look_next.look_at(player.global_position,Vector3.UP)
turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
else:
body.rotation.y = lerp(body.rotation.y, body.rotation.y + 10, delta * .1)
turret_look.rotation.y = lerp(turret_look.rotation.y,turret_look.rotation.y - 10,delta * .5)
#apply gravity
if !is_on_floor():
velocity.y -= gravity * delta
move_and_slide()
func _on_area_3d_body_part_hit(dam,bullet_damage):
health -= dam * bullet_damage
print("health: " + str(health))
if health <= 0:
#remove from parent array
get_parent().minions.erase(self)
level_control.enemy_count()
particlespawn = die_particles.instantiate()
particlespawn.position = self.global_position
particlespawn.transform.basis = self.global_transform.basis
get_tree().get_root().add_child(particlespawn)
#pickup drop
while number_of_drops > 0:
var rand_item = level_control.pickup_spawn()
var lv_x = rng.randf_range(-MAX_LV,MAX_LV)
var lv_y = rng.randf_range(0,MAX_LV)
var lv_z = rng.randf_range(-MAX_LV,MAX_LV)
var av_x = rng.randf_range(-MAX_AV,MAX_AV)
var av_y = rng.randf_range(-MAX_AV,MAX_AV)
var av_z = rng.randf_range(-MAX_AV,MAX_AV)
# Random Item Drop
#rand_item = rand_select.instantiate()
rand_item.position = self.global_position
rand_item.transform.basis = self.global_transform.basis
rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
get_tree().get_root().add_child(rand_item)
number_of_drops -= 1
queue_free()
func _on_prefire_timer_timeout():
#barrel 1 fire
var instance_bullet = bullet.instantiate()
instance_bullet.position = barrel_1.global_position
instance_bullet.transform.basis = barrel_1.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.fired_by = self
get_tree().get_root().add_child(instance_bullet)
#barrel 2 fire
var instance_bullet2 = bullet.instantiate()
instance_bullet2.position = barrel_2.global_position
instance_bullet2.transform.basis = barrel_2.global_transform.basis
instance_bullet2.bullet_speed = bullet_speed
instance_bullet2.bullet_drop = bullet_drop
instance_bullet2.random_spread_amt = random_spread_amt
instance_bullet2.bullet_damage = bullet_damage
instance_bullet2.fired_by = self
get_tree().get_root().add_child(instance_bullet2)
turret_material.emission_enabled = false
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
var instance_casing2 = casing.instantiate()
instance_casing2.position = casing_ejector.global_position
instance_casing2.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
get_tree().get_root().add_child(instance_casing2)
audio_fire.play()
prefire_timer.stop()
postfire_timer.start()
func _on_postfire_timer_timeout():
if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned:
prefire_timer.start()
turret_material.emission_enabled = true
else:
postfire_timer.start()
func _on_knocked_timer_timeout():
print("KNOCK TIMEOUT")
velocity = Vector3(0,0,0)
knocked = false
func _on_stunned_timer_timeout():
print("STUN TIMEOUT")
stunned = false