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minami110

GDScript Code Analyzer

by minami110
sample_enemy.gd1.24 kB
extends CharacterBody2D # Enemy character script signal enemy_defeated var enemy_name: String = "Goblin" var health: int = 50 var attack_power: int = 10 var detection_range: float = 300.0 var target = null enum State { IDLE, CHASE, ATTACK, DEAD } var current_state: State = State.IDLE func _ready() -> void: print("Enemy spawned: ", enemy_name) health = 50 func _process(delta: float) -> void: match current_state: State.IDLE: patrol() State.CHASE: chase_target() State.ATTACK: attack_target() State.DEAD: pass func patrol() -> void: # Simple patrol logic var nearby = get_tree().get_nodes_in_group("player") if nearby.size() > 0: target = nearby[0] current_state = State.CHASE func chase_target() -> void: if target and is_instance_valid(target): var distance = global_position.distance_to(target.global_position) if distance < attack_power: current_state = State.ATTACK else: current_state = State.IDLE func attack_target() -> void: if target and is_instance_valid(target): target.take_damage(attack_power) func take_damage(damage: int) -> void: health -= damage if health <= 0: die() func die() -> void: print(enemy_name, " defeated!") enemy_defeated.emit() queue_free()

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