Exemple #1
0
    public override void _PhysicsProcess(float delta)
    {
        if (KnockBackTimer.TimeLeft == 0)
        {
            var      g = GetTree().GetNodesInGroup("Player");
            Node2D[] p = new Node2D[g.Count];
            g.CopyTo(p, 0);
            p = p.Where(n => PatrolArea.GetOverlappingBodies().Contains(n) && (n as Knight).Health > 0).ToArray();

            if (p.Any())
            {
                if (p.FirstOrDefault().GlobalPosition.DistanceTo(GlobalPosition) > 10 && (p.FirstOrDefault() as Knight).Health != 0)
                {
                    Move(p.FirstOrDefault().GlobalPosition < GlobalPosition ? -1 : 1);
                }
                else
                {
                    Move(0);
                }
            }
            else
            {
                if (GlobalPosition.DistanceTo(SpawnPos) > 2)
                {
                    Move(SpawnPos.x > GlobalPosition.x ? 1 : -1);
                }
                else
                {
                    Move(0);
                }
            }

            p = p.Where(n => n.GlobalPosition.DistanceTo(GlobalPosition) < 10).ToArray();

            if (p.Any() && IsOnFloor() && CanAttack && !Attacking && Health > 0)
            {
                Attack();
            }
        }
        else
        {
            Move(FlyR ? 1 : -1);
        }

        ProcessGravity(delta);
    }
Exemple #2
0
    public void AttackTimeout()
    {
        Attacking = false;
        var g = GetTree().GetNodesInGroup("Player");

        Node2D[] p = new Node2D[g.Count];
        g.CopyTo(p, 0);
        p = p.Where(n => AttackHitbox.GetOverlappingBodies().Contains(n)).ToArray();

        if (p.Any())
        {
            foreach (var e in p)
            {
                (e as Knight).Hurt();
            }
        }
    }
Exemple #3
0
  public override void _Process(float delta)
  {
      var g = GetTree().GetNodesInGroup("Player");

      Node2D[] p = new Node2D[g.Count];
      g.CopyTo(p, 0);
      p = p.Where(n => (n as Knight).Health > 0).ToArray();
      p = p.Where(n => n.GlobalPosition.DistanceTo(GlobalPosition) < 40).ToArray();

      if (p.Any() && AttackCooldown.TimeLeft == 0 && Health > 0)
      {
          var k = p.FirstOrDefault();

          Sprite.FlipH = k.GlobalPosition < GlobalPosition;
          AttackCooldown.Start(3f);
          ShootTimer.Start(1.5f);
          Animation.Play("A");
      }
  }
Exemple #4
0
    public override void _Process(float delta)
    {
        if (Health <= 0)
        {
            return;
        }

        var bs = Area.GetOverlappingBodies();
        var a  = new Node2D[bs.Count];

        bs.CopyTo(a, 0);
        a = a.Where(b => b is Knight).ToArray();
        if (TeleportCooldown.TimeLeft == 0)
        {
            if (a.Any())
            {
                TeleportMove.Start(1f);
                TeleportCooldown.Start(4f);
                Animation.Play("Teleport");
                AttackCooldown.Start(1.6f);
            }
            else if (GlobalPosition != Start)
            {
                TeleportMove.Start(1f);
                TeleportCooldown.Start(4f);
                Animation.Play("Teleport");
                AttackCooldown.Start(1.6f);
            }
        }
        else
        {
            if (AttackCooldown.TimeLeft == 0)
            {
                TeleportCooldown.Start(3f);
                AttackCooldown.Start(3f);
                Animation.Play("Attack");
                FireballTimer.Start(1f);
            }
        }
    }
Exemple #5
0
    public void Teleport()
    {
        var bs = Area.GetOverlappingBodies();
        var a  = new Node2D[bs.Count];

        bs.CopyTo(a, 0);
        a = a.Where(b => b is Knight).ToArray();
        if (a.Any())
        {
            var p = new List <Vector2> {
                Start, Start + new Vector2(20, 0), Start + new Vector2(-20, 0)
            };
            p.RemoveAll(t => t.DistanceTo(GlobalPosition) < 2);
            var r = new Random();
            GlobalPosition = p[r.Next(0, 2)];
            Sprite.FlipH   = a.First().GlobalPosition < GlobalPosition;
        }
        else
        {
            Sprite.FlipH   = true;
            GlobalPosition = Start;
        }
    }