class_name Actor extends KinematicBody2D #var velocity = Vector2(0,0) #var direction = Vector2(-1,0) export(String, "Player", "Enemy", "NPC", "Object") var actor_type #export var sprite_facing_right: bool = true export(Array, Resource) var SoundEffects export var debug_actor: bool = false #onready var movement_animations: AnimatedSprite = $AnimatedSprite onready var sound_effect_player: AudioStreamPlayer = $SE_Player #onready var movement_component: MovementComponent = $movement_component onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver #onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine onready var movement_state_machine: StateMachine = $movement_state_machine var sound_effects_dict: Dictionary ##TODO: # Can't seem to implement the ready and process node functions # without causing a double run somehow. Not sure why. # not a huge deal because this is mostly to help with # interfaces for the state machines. func _ready() -> void: #movement_state_machine.init_animated_actor(self) #movement_component.attack_function = funcref(self, "attack") # movement_component.player_number = player_number # Experimenting with sound based resources I did this and it worked #sound_effect_player.stream = sound_effects.sounds["pew"] #print(sounds.sounds["pew"]) #sound_effects.play() # Trying something new with a custom resourse. for i in SoundEffects: sound_effects_dict[i.animation_name + str(i.frame_number)] = i.sound print (sound_effects_dict) func _unhandled_input(event: InputEvent) -> void: if actor_type == "Player": movement_component.process_input(event) #movement_state_machine.process_input(event) func _physics_process(delta: float) -> void: movement_component.process_physics(delta) #movement_state_machine.process_physics(delta) # #func _process(delta: float) -> void: # if actor_type == "NPC" or actor_type == "Enemy": # movement_component.process(delta) # movement_state_machine.process_frame(delta) ## PlayerInfo.player_position = global_position # #play_sound_frame(movement_animations.animation , movement_animations.frame) var last_sound_frame_animation: String = '' var last_sound_frame: int = -1 func play_sound_frame(animation: String, frame: int ): ##DEBUG: #if animation == 'run' and frame == 6: # print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")") if animation != last_sound_frame_animation or frame != last_sound_frame: last_sound_frame = frame last_sound_frame_animation = animation var sound_index = animation + str(frame) if sound_effects_dict.has(sound_index): sound_effect_player.stream = sound_effects_dict[sound_index] sound_effect_player.play() print(self.name, " Playing SE: ", sound_index) func attack(): #print(self.name, ": It's not inheritence, it's funcrefs") # if movement_state_machine.current_state.name != 'attack': # if($movement_state_machine/attack): # movement_state_machine.change_state($movement_state_machine/attack) # if ($Hitbox_Component/CollisionShape2D): # #print(self.name, ": Found a hitbox") # var hit_box = $Hitbox_Component # hit_box.set_hitbox(true) pass