mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
74 lines
2.3 KiB
GDScript3
74 lines
2.3 KiB
GDScript3
|
extends CharacterSkeleton2D
|
||
|
|
||
|
# Copyright Péter Magyar relintai@gmail.com
|
||
|
# MIT License, functionality from this class needs to be protable to the entity spell system
|
||
|
|
||
|
# Copyright (c) 2019 Péter Magyar
|
||
|
|
||
|
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
# of this software and associated documentation files (the "Software"), to deal
|
||
|
# in the Software without restriction, including without limitation the rights
|
||
|
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
# copies of the Software, and to permit persons to whom the Software is
|
||
|
# furnished to do so, subject to the following conditions:
|
||
|
#
|
||
|
# The above copyright notice and this permission notice shall be included in all
|
||
|
# copies or substantial portions of the Software.
|
||
|
|
||
|
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||
|
# SOFTWARE.
|
||
|
|
||
|
#export (NodePath) var sprite_path : NodePath = ""
|
||
|
|
||
|
var sprite : Sprite
|
||
|
|
||
|
var _facing : int = 0
|
||
|
|
||
|
var effects : Array
|
||
|
|
||
|
var _atlas : CharacterAtlas2D
|
||
|
|
||
|
enum CharacterFacing {
|
||
|
FACING_FRONT = 0,
|
||
|
FACING_BACK = 1,
|
||
|
FACING_RIGHT = 2,
|
||
|
FACING_LEFT = 3,
|
||
|
}
|
||
|
|
||
|
#func _ready() -> void:
|
||
|
# sprite = get_node(sprite_path) as Sprite
|
||
|
|
||
|
func _enter_tree():
|
||
|
sprite = get_node("/root/Main").get_body().instance()
|
||
|
add_child(sprite)
|
||
|
|
||
|
func update_facing(input_direction : Vector2) -> void:
|
||
|
|
||
|
if input_direction.x > 0.01 and _facing != CharacterFacing.FACING_RIGHT:
|
||
|
_facing = CharacterFacing.FACING_RIGHT
|
||
|
sprite.transform.x.x = -1
|
||
|
elif input_direction.x < -0.01 and _facing != CharacterFacing.FACING_LEFT:
|
||
|
_facing = CharacterFacing.FACING_LEFT
|
||
|
sprite.transform.x.x = 1
|
||
|
|
||
|
func add_effect(bone_id : int, effect : PackedScene) -> void:
|
||
|
pass
|
||
|
|
||
|
func remove_effect(bone_id : int, effect : PackedScene) -> void:
|
||
|
pass
|
||
|
|
||
|
func get_animation_player() -> AnimationPlayer:
|
||
|
return null
|
||
|
|
||
|
func get_animation_tree() -> AnimationTree:
|
||
|
return null
|
||
|
|
||
|
func set_character_atlas(atlas : CharacterAtlas) -> void:
|
||
|
_atlas = atlas as CharacterAtlas2D
|
||
|
|