+1 vote
Player script


extends KinematicBody2D

signal health(health)
signal max_health(health)

var velocity = Vector2()
var on_ground = false
var is_attacking = false
var is_dead = false
var fail_safe = false
var is_left = false
var is_right = false
var health_setup = false

const FLOOR = Vector2(0, -1)
const SPEED = 500
const GRAVITY = 30
const JUMP_POWER = -700
const FIREBALL = preload("res://Fireball.tscn")
const STILL = 0

export(float) var max_health = 100

onready var health = max_health
onready var invulnerbillity_timer = $AnimationPlayer


func _process(_delta):
    if health_setup == false:
        emit_signal("max_health", max_health)
        emit_signal("health", max_health)
        health_setup = true
        print("hi")

func _physics_process(_delta):
    if fail_safe == false:
        if is_dead == false:
            if Input.is_action_pressed("move_right"):
                if is_attacking == false || is_on_floor() == false && is_dead == false:
                    is_left = false
                    is_right = true
                    velocity.x = SPEED
                    if is_attacking == false:
                        $AnimatedSprite.flip_h = false
                        if on_ground != true:
                            pass
                        else:
                            $AnimatedSprite.play("walk")
                        if sign($Position2D.position.x) == -1:
                            $Position2D.position.x *= -1
            elif Input.is_action_pressed("move_left"):
                if is_attacking == false || is_on_floor() == false && is_dead == false:
                    is_right = false
                    is_left = true
                    velocity.x = -SPEED
                    if is_attacking == false:
                        $AnimatedSprite.flip_h = true
                        if on_ground != true:
                            pass
                        else:
                            $AnimatedSprite.play("walk")
                        if sign($Position2D.position.x) == 1:
                            $Position2D.position.x *= -1
            else:
                velocity.x = 0
                if on_ground == true && is_attacking == false:
                    $AnimatedSprite.play("idle")


            if Input.is_action_just_pressed("my_action") && is_attacking == false:
                is_attacking = true
                $AnimatedSprite.play("attack")
                var fireball = FIREBALL.instance()
                if sign($Position2D.position.x) == 1:
                    fireball.set_fireball_direction(1)
                else:
                    fireball.set_fireball_direction(-1)
                get_parent().add_child(fireball)
                fireball.position = $Position2D.global_position



            if Input.is_action_pressed("jump"):
                if is_attacking == false:
                    if on_ground == true:
                            velocity.y = JUMP_POWER
                            on_ground = false


            velocity.y += GRAVITY

            if is_on_floor():
                if on_ground == false:
                    is_attacking = false
                on_ground = true
            else:
                if is_attacking == false:
                    on_ground = false
                    if velocity.y < 0:
                        $AnimatedSprite.play("jump")

            velocity = move_and_slide(velocity, FLOOR)

            if get_slide_count() > 0:
                for i in range(get_slide_count()):
                    if "Enemy" in get_slide_collision(i).collider.name:
                        dead()
                    if "scorpion" in get_slide_collision(i).collider.name:
                        dead()

            if health < 100:
                if Input.is_action_just_pressed("test_spam_heal"):
                    health += 25
                    emit_signal("health", health)




func dead():
    if $invulnerbillityTimer.is_stopped():
        health -= 25
        emit_signal("health", health)
        on_hit()
        if health <= 0:
            $Control.visible = false
            fail_safe = true
            velocity = Vector2(0, 0)
            $CollisionShape2D.set_deferred("disabled", true)
            $AnimatedSprite.play("death")
            $Timer.start()


func on_hit():
    if health > 0:
        $CollisionShape2D2.disabled = false
        $CollisionShape2D.set_deferred("disabled", true)
        invulnerbillity_timer.play("hurt")
        invulnerbillity_timer.queue("invulnerbillity")
        $invulnerbillityTimer.start()


func _on_AnimatedSprite_animation_finished():
    is_attacking = false

func _on_Timer_timeout():
    get_tree().quit()


func _on_invulnerbillityTimer_timeout():
    invulnerbillity_timer.play("rest")
    $CollisionShape2D2.disabled = true
    $CollisionShape2D.set_deferred("disabled", false)```

Enemy script

extends KinematicBody2D

var velocity = Vector2()
var direction = 1
var is_dead = false
var is_hurt = false
var attack_anim = false
var health_check = false
var rng = RandomNumberGenerator.new()
var stun = false
var walk_cancel = false

const GRAVITY = 10
const FLOOR = Vector2(0, -1)

export(int) var speed = 100
export (float) var max_health = 200

onready var Player = get_node("/root/World/Player")
onready var health = max_health
const FIREBALL = preload("res://scorpion fireball.tscn")



func dead():
    rng.randomize()
    var my_random_number = rng.randi_range(0, 10.0)
    if my_random_number >= 10:
        health -= 50
        stun = true
    elif my_random_number <= 0:
        health -= 0
    else:
        health -= 25
    health_bar2()
    on_hit()
    if health <= 0:
        $Sprite.visible = false
        is_dead = true
        velocity = Vector2(0, 0)
        $CollisionShape2D.set_deferred("disabled", true)
        $AnimatedSprite.play("dead")
        $Timer.start()

func on_hit():
    if health > 0:
        $CollisionShape2D2.set_deferred("disabled", false)
        $CollisionShape2D.set_deferred("disabled", true)
        if stun == true:
            attack_anim = true
        walk_cancel = true
        $AnimatedSprite.play("hurt")
        $Timer2.start()

func _physics_process(_delta):
    if is_dead == false:
        if attack_anim == false:
            velocity.x = speed * direction
        velocity.y += GRAVITY

        if attack_anim == false:
            if direction == 1:
                $AnimatedSprite.flip_h = true
                if sign($Area2D2.position.x) == -1:
                    $Area2D2.position.x *= -1
            elif direction == -1:
                $AnimatedSprite.flip_h = false
                if sign($Area2D2.position.x) == 1:
                    $Area2D2.position.x *= -1
        if attack_anim == false:
            if walk_cancel == false:
                $AnimatedSprite.play("walk")

        velocity = move_and_slide(velocity, FLOOR)

        if is_on_wall():
            direction = direction * -1
            $RayCast2D.position.x *= -1
            $Sprite.position.x *= -1

        if get_slide_count() > 0:
            for i in range (get_slide_count()):
                if "Player" in get_slide_collision(i).collider.name:
                    attack_anim = true
                    $AnimatedSprite.play("attack")
                    get_slide_collision(i).collider.dead()
                    $Timer3.start()


        if $RayCast2D.is_colliding() == false:
            direction *= -1
            $RayCast2D.position.x *= -1
            $Sprite.position.x *= -1

func _on_Timer_timeout():
    queue_free()

func _on_Timer2_timeout():
    is_dead = false
    stun = false
    attack_anim = false
    walk_cancel = false
    $CollisionShape2D2.set_deferred("disabled", true)
    $CollisionShape2D.set_deferred("disabled", false)

func _on_Timer3_timeout():
    attack_anim = false

func health_bar2():
         pass

func _on_Area2D_body_entered(_body):
    if get_slide_count() > 0:
        for i in range (get_slide_count()):
            if "Player" in get_slide_collision(i).collider.name:
                attack_anim = true
                $AnimatedSprite.play("attack")
                get_slide_collision(i).collider.dead()

and my enemy fireball script
```

extends Area2D

const SPEED = 600
var velocity = Vector2()
var direction = 1
func _ready():
    pass

func set_fireball_direction(dir):
    direction = dir
    if dir == -1:
        $AnimatedSprite.flip_h = true

func _physics_process(delta):
    velocity.x = SPEED * delta * direction
    translate(velocity)
    $AnimatedSprite.play("shoot")


func _on_VisibilityNotifier2D_screen_exited():
    queue_free()


func _on_scorpion_fireball_body_entered(body):
    if "Player" in body.name:
        body.dead()
    queue_free()

how would i get the player to be constantly waiting for the player to appear in front of him then shoot at him when he is in a certain range and i dont want to go up i want to just left and right i also have no autoloads or plugins. and before you say yes i have 2 dead functions beacuse sometimes when doing the getslidecollision(i) it wouldnt damage the player if he was walking behind the enemy

Godot version 3.3.3 stable
in Engine by (27 points)
edited by

1 Answer

0 votes
Best answer

RayCast2D.get_collision_point ( )
Range is just

position1.x - position2.x
by (846 points)
selected by

no but like how do i get it to trigger when only the player enters the raycast like i have

if $RayCast2D2.is_colliding(): 
    pass

like how do i get

if body.name == "Player": 
get_parent().add_child("res://scorpion_fireball.tscn)

Simplest solution is:
1. Create separate Collision layer for Player
2. Set RayCast2D.setcastto() to range you want.
3. Set RayCast2D.setcollisionmask() to only contain Player layer created in step 1.

Now ray can collide only with Player, and only if Player in range of cast_to

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.