broken_seals_roguelike/game/characters/SimpleCharacter.gd

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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