spaceship/Enemy.gd

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1.9 KiB
GDScript3
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extends Area2D
signal destroyed
const ENEMY_DEFINITIONS = preload("res://EnemyDefinitions.gd")
@export var enemy_id: String = "chaser"
var definition: Resource
var hp: int
# Mirrors Ship.gd's own max_speed/acceleration: copied from the definition
# once, then mutable, so a test/preview can pin an enemy in place (e.g.
# `enemy.speed = 0.0`) without needing to know about definitions at all.
var speed: float
var acceleration: float
var rotation_speed: float
var max_hp: int
func _ready() -> void:
add_to_group("enemies")
definition = ENEMY_DEFINITIONS.get_definition(enemy_id)
speed = definition.speed
acceleration = definition.acceleration
rotation_speed = definition.rotation_speed
max_hp = definition.max_hp
hp = max_hp
for component_scene in definition.component_scenes:
var component: Node = component_scene.instantiate()
add_child(component)
if component.has_method("setup"):
component.setup()
queue_redraw()
func get_component(capability: String) -> Node:
for child in get_children():
if child.get("capability_id") == capability:
return child
return null
func has_capability(capability: String) -> bool:
return get_component(capability) != null
func _physics_process(delta: float) -> void:
for child in get_children():
if child.has_method("tick"):
child.tick(delta)
func take_damage(amount: int) -> void:
hp -= amount
if hp <= 0:
EnemyExplosionVFX.spawn(get_tree().root, position)
destroyed.emit()
queue_free()
func _draw() -> void:
var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
])
var glow: Color = definition.glow_color if definition != null else Color(1.0, 0.15, 0.2)
# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
NeonDraw.draw_glowing_polygon(self, points, glow, 1.0)