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gmtk-2024/enemies/hive_mind.gd

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class_name HiveMind extends Entity
@onready var wave_1 = [$Viruling, $Viruling2, $Viruling3]
@onready var wave_2 = [$Viruling4, $Viruling5, $Crawler]
@onready var wave_3 = [$Viruling6, $Viruling7, $Viruling8, $Crawler2]
@onready var hurtbox = $CollisionShape2D
@onready var spawn_sfx = $SpawnMinionsSFX
@onready var boss_hurt_sfx = $BossHurtSFX
@onready var boss_death_sfx = $BossDeathSFX
@onready var hurt_timer = $HurtTimer
@onready var death_timer = $DeathTimer
@onready var sprite = $AnimatedSprite2D
@onready var intro_timer = $IntroAnimTimer
var complete = false
var wave_2_start = false
var wave_3_start = false
var shields_down = false
var hurting = false
var is_dying = false
var is_intro_anim = true
func _init() -> void:
super._init(100, 0, 0)
func _ready():
intro_timer.start()
hurtbox.disabled = true
if !spawn_sfx.playing:
spawn_sfx.play
for enemy in wave_1:
if enemy.has_method("charge"):
enemy.call("charge")
func _process(delta: float) -> void:
# ----- Make sure no damage taken before shields down ------
if !shields_down:
health = 100
# ----------------------------------------------------------
# --- Wave death counters -------
for enemy in wave_1:
if enemy.is_dying:
wave_1.erase(enemy)
for enemy in wave_2:
if enemy.is_dying:
wave_2.erase(enemy)
for enemy in wave_3:
if enemy.is_dying:
wave_3.erase(enemy)
# -------------------------------
# ------- Wave start calls ------------------
if wave_1 == [] and !wave_2_start:
if !spawn_sfx.playing:
spawn_sfx.play()
wave_2_start = true
for enemy in wave_2:
enemy.charge()
hurt_timer.start()
if wave_1 == [] and wave_2 == [] and !wave_3_start:
if !spawn_sfx.playing:
spawn_sfx.play()
wave_3_start = true
for enemy in wave_3:
enemy.charge()
hurt_timer.start()
if wave_1 == [] and wave_2 == [] and wave_3 == []:
shields_down = true
hurtbox.disabled = false
if death_timer.is_stopped() and !is_dying:
death_timer.start()
is_dying = true
complete = true
# -----------------------------------------
# ------- Anims ----------
if is_intro_anim and !intro_timer.is_stopped():
sprite.play("intro")
elif is_intro_anim and intro_timer.is_stopped():
is_intro_anim = false
elif !is_dying:
if hurt_timer.is_stopped():
sprite.play("blinkleft")
else:
sprite.play("ow")
else:
sprite.play("death")
if death_timer.is_stopped():
queue_free()
else:
if !boss_death_sfx.playing:
boss_death_sfx.play()
# ----------------------------------------
# The hive mind is static. Don't worry abt this.
func _physics_process(delta: float) -> void:
pass
func hurt_anim() -> void:
if shields_down and !hurting:
hurting = true
hurt_timer.start()
func is_complete() -> bool:
return complete