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GDScript

extends CharacterBody3D
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.88
const MIN_SPEED := 0.5
const WALL_BOUNCE := 0.4
const WALL_SELF_DMG := 0.4
var kickable_type: String = "boulder"
var tier: int = 2
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 150.0
var dead: bool = false
var damage_modifier: float = 1.8
@onready var mesh_node: MeshInstance3D = $BoulderMesh
var boulder_mat: StandardMaterial3D
const COLOR_IDLE := Color(0.32, 0.28, 0.22)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("kickable")
boulder_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = boulder_mat
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
func receive_kick(direction: Vector3, force: float) -> void:
fly_vel = direction * (force * 0.6)
fly_vel.y = 0.0
state = State.FLYING
func _physics_process(delta: float) -> void:
if state == State.IDLE:
return
_fly(delta)
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
velocity = fly_vel
velocity.y = 0.0
move_and_slide()
var handled := false
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var col3d := col.get_collider() as Node3D
if col3d == null:
continue
if col3d.has_meta("is_wall"):
var normal := col.get_normal()
normal.y = 0.0
if normal.length() > 0.01:
fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
else:
fly_vel = Vector3.ZERO
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * damage_modifier))
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
KickSystem.resolve(self, col3d, fly_vel)
if not dead and is_instance_valid(col3d):
var kick_dir := col3d.global_position - global_position
kick_dir.y = 0.0
if kick_dir.length() > 0.01:
col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.5)
fly_vel *= 0.55
handled = true
break
if not handled:
fly_vel = velocity
fly_vel.y = 0.0
fly_vel *= pow(AIR_FRICTION, delta * 60.0)
if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
state = State.IDLE
mesh_node.rotation.y += delta * speed_now * 0.15
func _take_damage(dmg: float) -> void:
if dead:
return
health -= dmg
_flash()
if health <= 0.0:
_die()
func _die() -> void:
dead = true
state = State.IDLE
set_physics_process(false)
emit_signal("destroyed")
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(2.0, 0.1, 2.0), 0.15)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.12)
tw.tween_callback(queue_free)
func _flash() -> void:
var tw := create_tween()
tw.tween_property(boulder_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 150.0, 0.0, 0.6))
tw.tween_property(boulder_mat, "albedo_color", target_color, 0.18)