mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-11-22 03:07:17 +01:00
134 lines
2.6 KiB
GDScript
134 lines
2.6 KiB
GDScript
extends Sprite
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enum Facing {
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FACING_RIGHT = 0,
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FACING_LEFT = 1,
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FACING_FRONT = 2,
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FACING_BACK = 3
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}
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enum Animations {
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ANIMATION_RUN = 0,
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ANIMATION_WALK = 1,
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ANIMATION_CAST = 2,
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ANIMATION_STAND = 3
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}
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export(bool) var enabled : bool = true
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export(float) var timer : float = 0.13
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export(int) var _animset = 0
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export(int) var _animset_size = 16
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export(int) var _animset_count = 16
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var _min_frame = 0
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var _max_frame = 16 * 16
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var x = 0
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var y = 0
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var _timer : float = 0
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var _frame : int = 0
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var _facing : int = Facing.FACING_RIGHT
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var _current_animation : int = Animations.ANIMATION_STAND
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#set_frame(_min_frame)
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update_animset()
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#_sprite.set_position(Vector2(x, y))
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func set_movement_vector(vector):
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var a = Vector2(vector.x, vector.z)
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a = a.normalized()
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var base = Vector2(0, -1)
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var angle = a.angle_to(base) + PI
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var slice = (2*PI) / _animset_count
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var num_slice = int(angle / slice)
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set_animset(num_slice)
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func set_animset(animest_id):
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if (animest_id >= _animset_count):
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_animset = _animset_count - 1
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if (animest_id < 0):
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_animset = 0
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_animset = animest_id
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#_min_frame = _animset * _animset_size
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#_max_frame = _animset * _animset_size + _animset_size
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func update_animset():
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_animset = _current_animation * 4 + (_facing)
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func _process(delta):
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#set_animset(_animset)
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if not enabled:
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set_process(false)
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return
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_timer += delta
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if (_timer > timer):
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_timer -= timer
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_frame += 1
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if _frame > _animset_size - 1:
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_frame = 0
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set_frame(_frame + (_animset * _animset_size))
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func set_to_move():
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if _current_animation != Animations.ANIMATION_RUN:
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_current_animation = Animations.ANIMATION_RUN
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_frame = 0
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func set_facing(input_direction : Vector2) -> void:
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var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
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if front:
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if input_direction.y > 0:
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_facing = Facing.FACING_FRONT
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else:
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_facing = Facing.FACING_BACK
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else:
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if input_direction.x > 0.01:
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_facing = Facing.FACING_RIGHT
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elif input_direction.x < -0.01:
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_facing = Facing.FACING_LEFT
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update_animset()
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func set_to_stand():
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if _current_animation != Animations.ANIMATION_STAND:
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_current_animation = Animations.ANIMATION_STAND
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_frame = 0
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update_animset()
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func set_to_cast():
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if _current_animation != Animations.ANIMATION_CAST:
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_current_animation = Animations.ANIMATION_CAST
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_frame = 0
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update_animset()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func a_process(delta):
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#x += int(delta * 300)
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y += int(delta * 200)
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if y > 700:
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y = -50
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set_position(Vector2(x, y))
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