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