57 lines
1.5 KiB
GDScript
57 lines
1.5 KiB
GDScript
class_name Monster
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extends CharacterBody3D
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@export var data: MonsterData = MonsterData.new()
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var spawn_point: Vector3 = Vector3(0, 0, 0)
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# DEBUG MOVEMENT
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@onready var time: float = 16.0
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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var in_battle: bool = false
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var idle: bool = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var model_instance: Node = data.model.instantiate()
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frequency = randf_range(1.0, 4.0)
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amplitude = randf_range(1.0, 6.0)
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spawn_point = position
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add_child(model_instance)
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func _physics_process(delta: float) -> void:
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if in_battle:
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velocity = Vector3.ZERO
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return
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time += delta
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var x_movement: float = sin(time * frequency) * amplitude
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var y_movement: float = sin(time * 25) * 4.0
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var z_movement: float = cos(time * frequency) * amplitude
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if not idle:
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velocity = Vector3(x_movement, y_movement, z_movement)
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else:
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velocity = Vector3(0, y_movement, 0)
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# if move_and_slide reports collisions
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if move_and_slide():
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var collision: KinematicCollision3D = get_slide_collision(0)
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var collider: Object = collision.get_collider()
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# if the monster collided with the player...
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if collider.name == "Player" and collider.battle_state == Enums.BattleState.NOT_IN_BATTLE:
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velocity = Vector3.ZERO
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in_battle = true
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collider.start_battle(self)
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func faint() -> void:
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self.queue_free()
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func attack_enemy(enemy: Monster) -> int:
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var damage: int = data.attack_enemy(enemy.data)
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return damage
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func take_damage(amount: int) -> void:
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data.take_damage(amount)
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