broken_seals_roguelike/game/player/CharacterSkeleton2DGD.gd

150 lines
4.6 KiB
GDScript

extends CharacterSkeleton2D
class_name CharacterSkeleton2DGD
# 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 front_node_path : NodePath = ""
export (NodePath) var front_animation_player_path : NodePath = ""
export (NodePath) var front_animation_tree_path : NodePath = ""
export (NodePath) var side_node_path : NodePath = ""
export (NodePath) var side_animation_player_path : NodePath = ""
export (NodePath) var side_animation_tree_path : NodePath = ""
export(CharacterAtlas) var character_atlas : CharacterAtlas setget set_character_atlas
var _atlas : CharacterAtlas2D
enum CharacterFacing {
FACING_FRONT = 0,
FACING_BACK = 1,
FACING_RIGHT = 2,
FACING_LEFT = 3,
}
var _facing : int = 0
var _front_node : CharacterBones = null
var _front_animation_player : AnimationPlayer = null
var _front_animation_tree : AnimationTree = null
var _side_node : CharacterBones = null
var _side_animation_player : AnimationPlayer = null
var _side_animation_tree : AnimationTree = null
var _active_node : CharacterBones = null
var _active_animation_player : AnimationPlayer = null
var _active_animation_tree : AnimationTree = null
var _is_front_side : bool = false
var effects : Array
func _ready() -> void:
_front_node = get_node(front_node_path) as CharacterBones
_front_animation_player = get_node(front_animation_player_path) as AnimationPlayer
_front_animation_tree = get_node(front_animation_tree_path) as AnimationTree
_side_node = get_node(side_node_path) as CharacterBones
_side_animation_player = get_node(side_animation_player_path) as AnimationPlayer
_side_animation_tree = get_node(side_animation_tree_path) as AnimationTree
set_character_atlas(character_atlas)
_front_node.hide()
_side_node.show()
_active_node = _side_node
_active_animation_player = _side_animation_player
_active_animation_tree = _side_animation_tree
_is_front_side = false
#func _enter_tree():
# var body = get_node("/root/Main").body_get().instance()
# add_child(body)
func update_facing(input_direction : Vector2) -> void:
var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
if front:
if not _is_front_side:
_is_front_side = true
_side_node.hide()
_front_node.show()
_active_node = _front_node
_active_animation_tree = _front_animation_tree
if input_direction.y > 0:
set_facing(CharacterFacing.FACING_FRONT)
else:
set_facing(CharacterFacing.FACING_BACK)
else:
if _is_front_side:
_is_front_side = false
_side_node.show()
_front_node.hide()
_active_node = _side_node
_active_animation_tree = _side_animation_tree
if input_direction.x > 0.01 and _facing != CharacterFacing.FACING_RIGHT:
set_facing(CharacterFacing.FACING_RIGHT)
_active_node.transform.x.x = -1
elif input_direction.x < -0.01 and _facing != CharacterFacing.FACING_LEFT:
set_facing(CharacterFacing.FACING_LEFT)
_active_node.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 _active_animation_player
func get_animation_tree() -> AnimationTree:
return _active_animation_tree
func set_character_atlas(atlas : CharacterAtlas) -> void:
character_atlas = atlas
_atlas = atlas as CharacterAtlas2D
if _front_node != null:
_front_node.set_atlas(_atlas)
if _front_node != null:
_side_node.set_atlas(_atlas)
func set_facing(facing : int) -> void:
_facing = facing
_active_node.set_facing(facing)