broken_seals_2ds/game/characters/CharacterSprite.gd

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GDScript3
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2022-01-30 23:20:50 +01:00
extends Sprite
enum Facing {
FACING_RIGHT = 0,
FACING_LEFT = 1,
FACING_FRONT = 2,
FACING_BACK = 3
}
enum Animations {
ANIMATION_RUN = 0,
ANIMATION_WALK = 1,
ANIMATION_CAST = 2,
ANIMATION_STAND = 3
}
export(bool) var enabled : bool = true
export(float) var timer : float = 0.13
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 : float = 0
var _frame : int = 0
var _facing : int = Facing.FACING_RIGHT
var _current_animation : int = Animations.ANIMATION_STAND
# Called when the node enters the scene tree for the first time.
func _ready():
#set_frame(_min_frame)
update_animset()
#_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 update_animset():
_animset = _current_animation * 4 + (_facing)
func _process(delta):
#set_animset(_animset)
if not enabled:
set_process(false)
return
_timer += delta
if (_timer > timer):
_timer -= timer
_frame += 1
if _frame > _animset_size - 1:
_frame = 0
set_frame(_frame + (_animset * _animset_size))
func set_to_move():
if _current_animation != Animations.ANIMATION_RUN:
_current_animation = Animations.ANIMATION_RUN
_frame = 0
func set_facing(input_direction : Vector2) -> void:
var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
if front:
if input_direction.y > 0:
_facing = Facing.FACING_FRONT
else:
_facing = Facing.FACING_BACK
else:
if input_direction.x > 0.01:
_facing = Facing.FACING_RIGHT
elif input_direction.x < -0.01:
_facing = Facing.FACING_LEFT
update_animset()
func set_to_stand():
if _current_animation != Animations.ANIMATION_STAND:
_current_animation = Animations.ANIMATION_STAND
_frame = 0
update_animset()
func set_to_cast():
if _current_animation != Animations.ANIMATION_CAST:
_current_animation = Animations.ANIMATION_CAST
_frame = 0
update_animset()
# 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
set_position(Vector2(x, y))