Starter-Kit-FPS/objects/enemy.gd

69 lines
1.4 KiB
GDScript

extends Node3D
@export var player: Node3D
@onready var raycast = $RayCast
@onready var muzzle_a = $MuzzleA
@onready var muzzle_b = $MuzzleB
var health := 100
var time := 0.0
var target_position: Vector3
var destroyed := false
# When ready, save the initial position
func _ready():
target_position = position
func _process(delta):
self.look_at(player.position + Vector3(0, 0.5, 0), Vector3.UP, true) # Look at player
target_position.y += (cos(time * 5) * 1) * delta # Sine movement (up and down)
time += delta
position = target_position
# Take damage from player
func damage(amount):
Audio.play("sounds/enemy_hurt.ogg")
health -= amount
if health <= 0 and !destroyed:
destroy()
# Destroy the enemy when out of health
func destroy():
Audio.play("sounds/enemy_destroy.ogg")
destroyed = true
queue_free()
# Shoot when timer hits 0
func _on_timer_timeout():
raycast.force_raycast_update()
if raycast.is_colliding():
var collider = raycast.get_collider()
if collider.has_method("damage"): # Raycast collides with player
# Play muzzle flash animation(s)
muzzle_a.frame = 0
muzzle_a.play("default")
muzzle_a.rotation_degrees.z = randf_range(-45, 45)
muzzle_b.frame = 0
muzzle_b.play("default")
muzzle_b.rotation_degrees.z = randf_range(-45, 45)
Audio.play("sounds/enemy_attack.ogg")
collider.damage(5) # Apply damage to player