extends CharacterBody2D class_name EnemyBase # --------------------------------------------------------------------------- # Stats — override in derived enemy types # --------------------------------------------------------------------------- var max_health: float = 10.0 var current_health: float = 10.0 var speed: float = 60.0 var contact_damage: float = 1.0 var contact_cooldown: float = 0.8 # --------------------------------------------------------------------------- # Internal state — shared across all enemies # --------------------------------------------------------------------------- var _contact_timer: float = 0.0 var _flash_timer: float = 0.0 var _slow_factor: float = 1.0 var _slow_timer: float = 0.0 var _player: Node2D = null @onready var visual: Node2D = $Visual func _ready() -> void: add_to_group("enemies") $ContactArea.body_entered.connect(_on_contact_entered) # --------------------------------------------------------------------------- # Shared helpers — call from derived _physics_process as needed # --------------------------------------------------------------------------- func _find_player() -> void: if _player == null or not is_instance_valid(_player): _player = get_tree().get_first_node_in_group("player") func _tick_contact(delta: float) -> void: if _contact_timer > 0.0: _contact_timer -= delta if _contact_timer <= 0.0: _contact_timer = 0.0 # Re-apply damage if player is still overlapping after cooldown for body in $ContactArea.get_overlapping_bodies(): if body.is_in_group("player"): body.take_damage(contact_damage) _contact_timer = contact_cooldown break func _tick_flash(delta: float) -> void: if _flash_timer > 0.0: _flash_timer -= delta visual.modulate = Color(2.5, 2.5, 2.5) else: visual.modulate = Color(1.0, 1.0, 1.0) func apply_slow(duration: float, factor: float) -> void: _slow_factor = factor _slow_timer = duration func _tick_slow(delta: float) -> void: if _slow_timer > 0.0: _slow_timer -= delta if _slow_timer <= 0.0: _slow_factor = 1.0 # --------------------------------------------------------------------------- # Damage / death # --------------------------------------------------------------------------- func take_damage(amount: float) -> void: current_health -= amount _flash_timer = 0.1 if current_health <= 0.0: _die() func _die() -> void: _spawn_drop() queue_free() func _spawn_drop() -> void: var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate() orb.position = (get_parent() as Node2D).to_local(global_position) get_parent().call_deferred("add_child", orb) # --------------------------------------------------------------------------- # Contact damage # --------------------------------------------------------------------------- func _on_contact_entered(body: Node) -> void: if body.is_in_group("player") and _contact_timer == 0.0: body.take_damage(contact_damage) _contact_timer = contact_cooldown