Files
KickSurvivors/scripts/Enemy.gd
T
2026-04-22 13:36:22 +03:00

203 lines
5.2 KiB
GDScript

extends CharacterBody3D
signal died(points: int)
enum State { CHASING, FLYING, STUNNED, DEAD }
var move_speed: float = 3.0
var health: int = 30
var damage_to_player: int = 8
var score_value: int = 10
var wall_damage_mult: float = 1.8
var chain_factor: float = 0.65
var stun_time: float = 0.5
var base_scale: float = 1.0
var state: State = State.CHASING
var fly_vel: Vector3 = Vector3.ZERO
var stun_timer: float = 0.0
var contact_timer: float = 0.0
var target: Node3D = null
var mesh_node: MeshInstance3D
var mat: StandardMaterial3D
var COLOR_CHASE = Color(1.0, 0.28, 0.18)
var COLOR_FLY = Color(1.0, 0.85, 0.1)
var COLOR_STUN = Color(0.55, 0.55, 0.65)
const CONTACT_CD = 0.7
const AIR_FRICTION = 0.86
func _ready() -> void:
add_to_group("enemies")
_build_mesh()
_build_collider()
func setup(type: String, wave: int) -> void:
match type:
"slime":
move_speed = 2.8 + wave * 0.12
health = 28 + wave * 4
score_value = 10
damage_to_player = 8
"bat":
move_speed = 5.5 + wave * 0.15
health = 14 + wave * 2
score_value = 15
damage_to_player = 6
base_scale = 0.7
mesh_node.scale = Vector3(0.7, 0.7, 0.7)
COLOR_CHASE = Color(0.6, 0.2, 0.8)
mat.albedo_color = COLOR_CHASE
"ogre":
move_speed = 1.8 + wave * 0.08
health = 80 + wave * 12
score_value = 25
damage_to_player = 18
base_scale = 1.5
mesh_node.scale = Vector3(1.5, 1.5, 1.5)
COLOR_CHASE = Color(0.3, 0.7, 0.3)
mat.albedo_color = COLOR_CHASE
func _build_mesh() -> void:
mesh_node = MeshInstance3D.new()
var box := BoxMesh.new()
box.size = Vector3(0.85, 0.85, 0.85)
mesh_node.mesh = box
mesh_node.position.y = 0.425
mat = StandardMaterial3D.new()
mat.albedo_color = COLOR_CHASE
mat.roughness = 0.8
mesh_node.material_override = mat
add_child(mesh_node)
func _build_collider() -> void:
var col := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = Vector3(0.85, 0.85, 0.85)
col.shape = shape
col.position.y = 0.425
add_child(col)
func _physics_process(delta: float) -> void:
match state:
State.CHASING: _chase(delta)
State.FLYING: _fly(delta)
State.STUNNED: _stun_tick(delta)
State.DEAD: pass
func _chase(delta: float) -> void:
if not is_instance_valid(target):
return
contact_timer = max(0.0, contact_timer - delta)
var diff := target.global_position - global_position
diff.y = 0.0
var dist := diff.length()
if dist < 1.0 and contact_timer <= 0.0:
contact_timer = CONTACT_CD
if target.has_method("take_damage"):
target.take_damage(damage_to_player)
if dist > 0.05:
var dir := diff.normalized()
velocity.x = dir.x * move_speed
velocity.z = dir.z * move_speed
rotation.y = lerp_angle(rotation.y, atan2(dir.x, dir.z), 8.0 * delta)
velocity.y = 0.0
move_and_slide()
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 hit_wall := 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 dmg := int(speed_now * wall_damage_mult)
_take_hit(dmg)
_wall_impact_effect()
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
_enter_stun()
hit_wall = true
break
elif col3d.is_in_group("enemies") and col3d != self:
var chain_dir := col3d.global_position - global_position
chain_dir.y = 0.0
if chain_dir.length() > 0.01:
col3d.call("receive_kick", chain_dir.normalized(), speed_now * chain_factor)
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * 0.6))
if not hit_wall:
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() < 0.4:
_enter_chase()
# Spin while airborne
mesh_node.rotation.y += delta * 10.0
func _stun_tick(delta: float) -> void:
velocity = Vector3.ZERO
stun_timer -= delta
if stun_timer <= 0.0:
_enter_chase()
func receive_kick(direction: Vector3, force: float) -> void:
if state == State.DEAD:
return
fly_vel = direction * force
fly_vel.y = 0.0
state = State.FLYING
mat.albedo_color = COLOR_FLY
var tw := create_tween()
tw.tween_property(mesh_node, "scale:y", base_scale * 0.35, 0.06)
tw.tween_property(mesh_node, "scale:y", base_scale, 0.18)
func _enter_stun() -> void:
state = State.STUNNED
stun_timer = stun_time
mat.albedo_color = COLOR_STUN
var bs := base_scale
var tw := create_tween()
tw.tween_property(mesh_node, "scale", Vector3(bs * 1.6, bs * 0.25, bs * 1.6), 0.07)
tw.tween_property(mesh_node, "scale", Vector3(bs, bs, bs), 0.22)
func _enter_chase() -> void:
state = State.CHASING
mat.albedo_color = COLOR_CHASE
func _take_hit(dmg: int) -> void:
if state == State.DEAD:
return
health -= dmg
if health <= 0:
_die()
func _wall_impact_effect() -> void:
var tw := create_tween()
tw.tween_property(mat, "albedo_color", Color.WHITE, 0.04)
tw.tween_property(mat, "albedo_color", COLOR_STUN, 0.12)
func _die() -> void:
if state == State.DEAD:
return
state = State.DEAD
set_physics_process(false)
emit_signal("died", score_value)
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(2.0, 0.05, 2.0), 0.18)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
tw.tween_callback(queue_free)