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https://github.com/Relintai/broken_seals_roguelike.git
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100 lines
3.2 KiB
GDScript
100 lines
3.2 KiB
GDScript
extends CharacterSkeleton2D
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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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#export (NodePath) var sprite_path : NodePath = ""
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var sprite : Sprite
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var _facing : int = 0
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var effects : Array
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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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#func _ready() -> void:
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# sprite = get_node(sprite_path) as Sprite
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func _enter_tree():
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sprite = get_node("/root/Main").body_get().instance()
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add_child(sprite)
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func update_facing(input_direction : Vector2) -> void:
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if input_direction.x > 0.01 and _facing != CharacterFacing.FACING_RIGHT:
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_facing = CharacterFacing.FACING_RIGHT
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sprite.transform.x.x = -1
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elif input_direction.x < -0.01 and _facing != CharacterFacing.FACING_LEFT:
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_facing = CharacterFacing.FACING_LEFT
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sprite.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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#
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#func remove_effect(bone_id : int, effect : PackedScene) -> void:
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# pass
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#
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func _common_attach_point_index_get(point):
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if point == EntityEnums.COMMON_SKELETON_POINT_LEFT_HAND:
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return 0
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elif point == EntityEnums.COMMON_SKELETON_POINT_ROOT:
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return 3
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elif point == EntityEnums.COMMON_SKELETON_POINT_SPINE_2:
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return 6
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elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HAND:
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return 1
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elif point == EntityEnums.COMMON_SKELETON_POINT_BACK:
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return 6
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elif point == EntityEnums.COMMON_SKELETON_POINT_RIGHT_HIP:
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return 4
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT:
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return 7
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_BACK:
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return 9
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT:
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return 8
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK:
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return 10
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elif point == EntityEnums.COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD:
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return 11
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return 3
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func get_animation_player() -> AnimationPlayer:
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return null
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func get_animation_tree() -> AnimationTree:
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return null
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func set_character_atlas(atlas : CharacterAtlas) -> void:
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_atlas = atlas as CharacterAtlas2D
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