Added 2 new enemy movement sets including jumping
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@@ -50,7 +50,8 @@ public partial class IQEnemy : CharacterBody2D
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if (HasMeta("WalkSpeed")) WalkSpeed = (float)GetMeta("WalkSpeed");
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else WalkSpeed = 20.0f;
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if (HasMeta("JumpHeight")) JumpHeight = (float)GetMeta("JumpHeight");
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else JumpHeight = 20.0f;
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else JumpHeight = 250.0f;
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JumpHeight *= -1;
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// Read and set stats
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if (HasMeta("MaxHP")) MaxHP = (float)GetMeta("MaxHP");
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@@ -78,11 +79,11 @@ public partial class IQEnemy : CharacterBody2D
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if (IQ >= 100 && HasMeta("RegenerationInterval")) RegenerationInterval *= 0.9f;
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if (IQ >= 100 && HasMeta("RegenerationAmmount")) RegenerationAmmount *= 1.05f; // 5% increase
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WalkSpeed += IQ / 20;
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JumpHeight += IQ / 30;
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WalkSpeed += IQ / 10;
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JumpHeight += IQ / 15;
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}
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public override void _Process(double delta)
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public override void _PhysicsProcess(double delta)
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{
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// Update Timer
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GlobalTimer = GetTree().Root.GetNode<CommonData>("CommonData").GlobalTimer;
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@@ -97,13 +98,26 @@ public partial class IQEnemy : CharacterBody2D
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// Movement
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// Add gravity.
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if (GroundDetected == false){Velocity = new Vector2(Velocity[0],100);}
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if (GroundDetected == false){Velocity = new Vector2(Velocity[0],Velocity[1] + 10);}
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if (IQ <= 20){ // Goomba ahh diddy blud
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if (IQ >= 0 && IQ <= 20){ // Goomba ahh diddy blud
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if (GroundDetected && LedgeDetected == false){Flip();}
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if (WallDetected){Flip();}
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if (GroundDetected){Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]);} // Walk
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}
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if (IQ > 20 && IQ <= 30){ // Goomba w/ hopps (no judy)
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Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]); // Walk
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if (WallDetected && GroundDetected && Velocity[1] == 0){Velocity = new Vector2(Velocity[0], JumpHeight);} // Jump
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if (WallDetected && GroundDetected && Velocity[1] > 0){Flip();} // Wall too high
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}
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if (IQ > 30 && IQ <= 40){ // Adds jumping when reaching edge as feature (also adding directional x force)
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if (GroundDetected){Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]);} // Walk on ground
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else{Velocity = new Vector2(WalkSpeed * VAH.Scale[0] * 2, Velocity[1]);} // Walk on air
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if (WallDetected && GroundDetected && Velocity[1] == 0){Velocity = new Vector2(Velocity[0], JumpHeight);} // Jump
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//if (GroundDetected && LedgeDetected == false && Velocity[1] == 0){Velocity = new Vector2(Velocity[0] * 50, JumpHeight);} // Jump at ledge
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if (GroundDetected && LedgeDetected == false && Velocity[1] == 0){Velocity = new Vector2(Velocity[0], JumpHeight);} // Jump at ledge
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if (WallDetected && GroundDetected && Velocity[1] > 0){Flip();} // Wall too high
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}
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MoveAndSlide(); // Updates physics applied this frame
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}
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