extends Node2D var speed = 0 var health = 0 var shield = 0 var damage = 0 var current_health = 0 var current_shield = 0 var last_position: Vector2 = Vector2.ZERO # for previous position static var NAMES = ["Forkman", "Cobold", "Ork"] func _ready() -> void: last_position = get_parent().position get_node("CharacterBody2D/Area2D").connect("body_entered", Callable(self, "Collision_Handler")) get_node("CharacterBody2D/AnimatedSprite2D").connect("animation_finished", Callable(self, "AnimatedSprite2D_animation_finished")) set_character_data() adjust_health_bar() func _process(delta: float) -> void: move_character(delta) func move_character(delta: float) -> void: var path_follow = get_parent() # Update the progress and prevent rotation path_follow.set_progress(path_follow.get_progress() + speed * delta) path_follow.rotation = 0 #turn the character to to the way its headed var current_position = path_follow.position if current_position.x < last_position.x: path_follow.scale.x = -abs(path_follow.scale.x) else: path_follow.scale.x = abs(path_follow.scale.x) # Update the last_position for the next frame last_position = current_position #if reached the end of the path remove both the path, and the character if path_follow.get_progress_ratio() >= 0.999: get_parent().get_parent().get_parent().decrease_life(damage) get_parent().queue_free() func set_character_data(): match self.name: "Forkman": self.name = "Forkman-" + str(randi()) speed = 120 health = 100 shield = 100 damage = 2 "Ork": self.name = "Ork-" + str(randi()) speed = 80 health = 150 shield = 100 damage = 5 "Cobold": self.name = "Cobold-" + str(randi()) speed = 200 health = 50 shield = 0 damage = 1 get_node("CharacterBody2D/AnimatedSprite2D").speed_scale = float(speed) / 100 #adjust animation speed based on the character speed current_health = health current_shield = shield func adjust_health_bar() -> void: var health_bar = get_node("ProgressBar") # Create new StyleBox resources for each instance var fill_style = StyleBoxFlat.new() fill_style.corner_radius_top_left = 20 fill_style.corner_radius_top_right = 20 fill_style.corner_radius_bottom_left = 20 fill_style.corner_radius_bottom_right = 20 var bg_style = StyleBoxFlat.new() bg_style.corner_radius_top_left = 20 bg_style.corner_radius_top_right = 20 bg_style.corner_radius_bottom_left = 20 bg_style.corner_radius_bottom_right = 20 if current_shield > 0: fill_style.bg_color = Color(0, 0, 1) # Blue for shield bg_style.bg_color = Color(0, 1, 0) # Green background health_bar.value = int((current_shield / float(shield)) * 100) # Use current_shield and shield else: fill_style.bg_color = Color(0, 1, 0) # Green for health bg_style.bg_color = Color(1, 0, 0) # Red background health_bar.value = int((current_health / float(health)) * 100) # Apply the styles health_bar.add_theme_stylebox_override("fill", fill_style) health_bar.add_theme_stylebox_override("background", bg_style) func enemy_hurt(amount) -> void: if current_shield > 0: if shield > amount: current_shield -= amount else: amount -= current_shield current_shield = 0 current_health -= amount else: current_health -= amount if current_health <= 0: get_parent().queue_free() else: adjust_health_bar() func AnimatedSprite2D_animation_finished() -> void: var animated_sprite = get_node("CharacterBody2D/AnimatedSprite2D") if animated_sprite.animation == "hurt": animated_sprite.play("walk") func Collision_Handler(body: Node2D): if body.get_parent().name.contains("StickTrap"): if not body.get_parent().get_if_moving_state(): enemy_hurt(25) get_node("CharacterBody2D/AnimatedSprite2D").play("hurt") if body.get_parent().name.contains("Mine"): if not body.get_parent().get_if_moving_state(): var surrounding_enemies = body.get_node("Area2D").get_overlapping_bodies() for i in surrounding_enemies: if i. get_parent().name in NAMES: enemy_hurt(100) body.get_parent().Explode_Mine() func get_progress(): return get_parent().get_progress()