spaceship/Enemy.gd

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1.6 KiB
GDScript3
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extends Area2D
signal destroyed
@export var speed: float = 140.0
@export var acceleration: float = 260.0
@export var rotation_speed: float = 6.0
@export var max_hp: int = 3
var velocity: Vector2 = Vector2.ZERO
var hp: int
@onready var fleet: Node2D = get_node("../Fleet")
func _ready() -> void:
hp = max_hp
add_to_group("enemies")
queue_redraw()
func _physics_process(delta: float) -> void:
var target_pos: Vector2 = _nearest_ship_position()
var to_target: Vector2 = target_pos - position
if to_target.length() > 1.0:
var desired_velocity: Vector2 = to_target.normalized() * speed
velocity = velocity.move_toward(desired_velocity, acceleration * delta)
position += velocity * delta
if velocity.length() > 5.0:
var target_angle: float = velocity.angle() + PI / 2.0
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
func _nearest_ship_position() -> Vector2:
if fleet.ships.is_empty():
return position
var nearest: Node2D = fleet.ships[0]
var best_dist: float = position.distance_to(nearest.position)
for ship in fleet.ships:
var d: float = position.distance_to(ship.position)
if d < best_dist:
best_dist = d
nearest = ship
return nearest.position
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 = PackedVector2Array([
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0)
])
# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
NeonDraw.draw_glowing_polygon(self, points, Color(1.0, 0.15, 0.2), 1.0)