AI now has health and can die
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parent
880a0304c3
commit
344cf5649f
6 changed files with 11 additions and 5 deletions
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@ -30,7 +30,7 @@ func _physics_process(delta):
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self.queue_free()
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self.queue_free()
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elif body.is_in_group("AI"):
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elif body.is_in_group("AI"):
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print("Bullet hit an AI player")
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print("Bullet hit an AI player")
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body.queue_free()
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Global.AIHit = true
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self.queue_free()
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self.queue_free()
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else:
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else:
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print("Bullet hit something else")
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print("Bullet hit something else")
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@ -31,7 +31,6 @@ offset_left = 245.0
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offset_top = 577.0
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offset_top = 577.0
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offset_right = 436.0
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offset_right = 436.0
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offset_bottom = 640.0
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offset_bottom = 640.0
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tooltip_text = "Coming soon"
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text = "TUTORIAL"
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text = "TUTORIAL"
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[node name="playButton" type="Button" parent="."]
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[node name="playButton" type="Button" parent="."]
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@ -123,7 +122,7 @@ offset_left = 4.0
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offset_top = 622.0
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offset_top = 622.0
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offset_right = 94.0
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offset_right = 94.0
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offset_bottom = 648.0
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offset_bottom = 648.0
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text = "Version: PLAYTEST 20230318"
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text = "Version: ALPHA"
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[node name="OurTimeIsNowSolo" type="Sprite2D" parent="."]
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[node name="OurTimeIsNowSolo" type="Sprite2D" parent="."]
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position = Vector2(123, 104)
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position = Vector2(123, 104)
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@ -3,6 +3,7 @@ extends CharacterBody3D
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const SPEED = 3.0
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const SPEED = 3.0
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const JUMP_VELOCITY = 4.5
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const JUMP_VELOCITY = 4.5
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var health = 100
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var bullettimer = 50
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var bullettimer = 50
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var bulletshot = false
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var bulletshot = false
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@ -31,6 +32,13 @@ func _physics_process(delta):
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing() == false and not Global.tutorialComplete:
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing() == false and not Global.tutorialComplete:
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$CollisionShape3D/Neck/Teddy/AnimationPlayer.play("idle")
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$CollisionShape3D/Neck/Teddy/AnimationPlayer.play("idle")
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if player and Global.playerAlive and Global.tutorialComplete:
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if player and Global.playerAlive and Global.tutorialComplete:
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if Global.AIHit == true:
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Global.AIHit = false
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var damage = RandomNumberGenerator.new().randi_range(7, 16)
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health -= damage
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print(health)
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if health <= 0:
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self.queue_free()
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing():
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing():
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var animation = $CollisionShape3D/Neck/Teddy/AnimationPlayer.get_current_animation()
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var animation = $CollisionShape3D/Neck/Teddy/AnimationPlayer.get_current_animation()
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if animation == "idle":
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if animation == "idle":
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@ -43,6 +43,7 @@ var spawnCoords_z: Array[float] = [] # Used locally in spawn_locations() functio
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var spawnCoordsInitalized = false # Used locally
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var spawnCoordsInitalized = false # Used locally
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var volumeModifer = 1 # Modifies volume level
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var volumeModifer = 1 # Modifies volume level
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var tutorialComplete = false # Used only for tutorial
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var tutorialComplete = false # Used only for tutorial
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var AIHit = false # Used so the AI knows to take damage
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func _process(delta):
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func _process(delta):
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#if not spawnCoordsInitalized:
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#if not spawnCoordsInitalized:
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@ -46,7 +46,6 @@ func _process(delta):
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else:
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else:
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print("This shouldn't ever be called, toyland.gd")
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print("This shouldn't ever be called, toyland.gd")
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Global.musicUpdated = true
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Global.musicUpdated = true
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print("hehe")
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func play_music(music):
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func play_music(music):
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@ -46,7 +46,6 @@ func _process(delta):
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else:
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else:
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print("This shouldn't ever be called, toyland.gd")
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print("This shouldn't ever be called, toyland.gd")
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Global.musicUpdated = true
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Global.musicUpdated = true
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print("hehe")
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func play_music(music):
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func play_music(music):
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