broken_seals_2d/game/spritesheet_generator_3d/SpriteMover.gd

83 lines
1.5 KiB
GDScript3

extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var _sprite
export (bool) var enabled = true
export(int) var _animset = 0
export(int) var _animset_size = 16
export(int) var _animset_count = 16
var _min_frame = 0
var _max_frame = 16 * 16
var x = 0
var y = 0
var timer = 0
var _frame = 1
# Called when the node enters the scene tree for the first time.
func _ready():
_sprite = get_node(".")
_sprite.set_frame(_min_frame)
#_sprite.set_position(Vector2(x, y))
func set_movement_vector(vector):
var a = Vector2(vector.x, vector.z)
a = a.normalized()
var base = Vector2(0, -1)
var angle = a.angle_to(base) + PI
var slice = (2*PI) / _animset_count
var num_slice = int(angle / slice)
set_animset(num_slice)
func set_animset(animest_id):
if (animest_id >= _animset_count):
_animset = _animset_count - 1
if (animest_id < 0):
_animset = 0
_animset = animest_id
#_min_frame = _animset * _animset_size
#_max_frame = _animset * _animset_size + _animset_size
func _process(delta):
#set_animset(_animset)
if not enabled:
set_process(false)
return
timer += delta
if (timer > 0.05):
timer -= 0.05
_frame += 1
if _frame > _animset_size - 1:
_frame = 0
_sprite.set_frame(_frame + (_animset * _animset_size))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func a_process(delta):
#x += int(delta * 300)
y += int(delta * 200)
if y > 700:
y = -50
_sprite.set_position(Vector2(x, y))