Frontier-of-Hell/scripts/towers/tower.gd

39 lines
920 B
GDScript

extends Node2D
@onready var rayCast = $RayCast2D
@onready var timer = $Timer
@export var bullet: PackedScene = null
var config = load("res://scripts/stages/1/config.gd").new()
var is_shoot: bool = true
var enemies = []
func _update_look_at(enemy: Vector2):
look_at(enemy)
func _physics_process(_delta):
if enemies.is_empty():
$AnimatedSprite2D.stop()
else:
_update_look_at(enemies[0].global_position)
if timer.is_stopped():
$AnimatedSprite2D.play("default")
_shoot()
func _shoot():
if bullet:
var bullet_instance: Node2D = bullet.instantiate()
get_tree().current_scene.add_child(bullet_instance)
bullet_instance.global_position = global_position
bullet_instance.global_rotation = rayCast.global_rotation + 0.1
timer.start()
func _on_body_entered(body):
if body.is_in_group("Enemy"):
enemies.append(body.get_parent())
func _on_body_exited(body):
enemies.erase(body.get_parent())