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43 lines
1.1 KiB
GDScript

extends Node2D
@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
@onready var death_timer: Timer = $DeathTimer
@onready var front: CollisionShape2D = $AnimatedSprite2D/Area2D/Front
@onready var back: CollisionShape2D = $AnimatedSprite2D/Area2D/Back
@onready var squish: AudioStreamPlayer2D = $Squish
signal player_died
const SPEED :int = 50
var direction :float = -1.0
var alive :bool = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if !alive:
return
position.x += direction * SPEED * delta
func _on_area_2d_body_entered_for_death(body: Node2D) -> void:
if body.name == "player":
animated_sprite_2d.animation = "dying"
squish.play()
death_timer.start()
front.set_deferred("disabled", true)
back.set_deferred("disabled", true)
alive = false
position.x = position.x
func _on_body_entered(body: Node2D) -> void:
if body.name == "player":
emit_signal("player_died", body)
else:
direction *= -1
animated_sprite_2d.flip_h = !animated_sprite_2d.flip_h
func _on_death_timer_timeout() -> void:
queue_free()