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extends PhysicsBody2D 
class_name Entity

@export var is_player : bool = false
@export var is_player_dead : bool = false
@export var max_health : int = 10
var health : int = 1

var timer : Timer

var knockback : Vector2

func _ready() -> void:
	timer = Timer.new()
	add_child(timer)
	timer.wait_time = 0.15
	timer.one_shot = true
	timer.timeout.connect(_on_dmg_visual_timer_timeout)
	health = max_health

signal entity_death

func _process(_delta: float) -> void:
	if health <= 0:
		entity_death.emit()
		if !is_player:
			queue_free()
		else:
			is_player_dead = true

func _physics_process(_delta: float) -> void:
	if is_player && knockback != Vector2.ZERO:
		$"PlayerMovement".knockback = knockback
		knockback = Vector2.ZERO

func damage(n : int):
	health -= n
	modulate = Color.RED
	timer.start()

	if is_player: UIConnector.display_health(health)

func _on_dmg_visual_timer_timeout() -> void:
	modulate = Color.WHITE

# this is bad

func make_tools_invisible():
	$"HandPivot".visible = false

func make_mask_invisible():
	$"MaskNode".visible = false

func make_invisisble():
	$"Player".visible = false
	$"Sprite2D".visible = false