2019-12-21 02:07:43 +01:00
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extends CharacterSkeleton
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class_name CharacterSkeleton2D
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2019-12-22 22:47:22 +01:00
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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2019-12-21 02:07:43 +01:00
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export (NodePath) var front_node_path : NodePath = ""
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export (NodePath) var front_animation_player_path : NodePath = ""
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export (NodePath) var front_animation_tree_path : NodePath = ""
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export (NodePath) var side_node_path : NodePath = ""
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export (NodePath) var side_animation_player_path : NodePath = ""
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export (NodePath) var side_animation_tree_path : NodePath = ""
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export(CharacterAtlas) var character_atlas : CharacterAtlas setget set_character_atlas
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var _atlas : CharacterAtlas2D
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enum CharacterFacing {
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FACING_FRONT = 0,
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FACING_BACK = 1,
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FACING_RIGHT = 2,
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FACING_LEFT = 3,
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}
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var _facing : int = 0
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var _front_node : CharacterBones = null
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var _front_animation_player : AnimationPlayer = null
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var _front_animation_tree : AnimationTree = null
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var _side_node : CharacterBones = null
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var _side_animation_player : AnimationPlayer = null
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var _side_animation_tree : AnimationTree = null
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var _active_node : CharacterBones = null
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var _active_animation_player : AnimationPlayer = null
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var _active_animation_tree : AnimationTree = null
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var _is_front_side : bool = false
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var effects : Array
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func _ready() -> void:
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_front_node = get_node(front_node_path) as CharacterBones
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_front_animation_player = get_node(front_animation_player_path) as AnimationPlayer
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_front_animation_tree = get_node(front_animation_tree_path) as AnimationTree
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_side_node = get_node(side_node_path) as CharacterBones
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_side_animation_player = get_node(side_animation_player_path) as AnimationPlayer
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_side_animation_tree = get_node(side_animation_tree_path) as AnimationTree
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set_character_atlas(character_atlas)
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_front_node.hide()
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_side_node.show()
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_active_node = _side_node
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_active_animation_player = _side_animation_player
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_active_animation_tree = _side_animation_tree
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_is_front_side = false
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func update_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 not _is_front_side:
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_is_front_side = true
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_side_node.hide()
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_front_node.show()
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_active_node = _front_node
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_active_animation_tree = _front_animation_tree
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if input_direction.y > 0:
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set_facing(CharacterFacing.FACING_FRONT)
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else:
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set_facing(CharacterFacing.FACING_BACK)
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else:
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if _is_front_side:
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_is_front_side = false
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_side_node.show()
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_front_node.hide()
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_active_node = _side_node
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_active_animation_tree = _side_animation_tree
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if input_direction.x > 0.01 and _facing != CharacterFacing.FACING_RIGHT:
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set_facing(CharacterFacing.FACING_RIGHT)
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_active_node.transform.x.x = -1
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elif input_direction.x < -0.01 and _facing != CharacterFacing.FACING_LEFT:
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set_facing(CharacterFacing.FACING_LEFT)
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_active_node.transform.x.x = 1
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func add_effect(bone_id : int, effect : PackedScene) -> void:
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pass
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func remove_effect(bone_id : int, effect : PackedScene) -> void:
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pass
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func get_animation_player() -> AnimationPlayer:
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return _active_animation_player
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func get_animation_tree() -> AnimationTree:
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return _active_animation_tree
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func set_character_atlas(atlas : CharacterAtlas) -> void:
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character_atlas = atlas
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_atlas = atlas as CharacterAtlas2D
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if _front_node != null:
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_front_node.set_atlas(_atlas)
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if _front_node != null:
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_side_node.set_atlas(_atlas)
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func set_facing(facing : int) -> void:
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_facing = facing
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_active_node.set_facing(facing)
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