94 lines
3.2 KiB
GDScript
94 lines
3.2 KiB
GDScript
class_name Actor
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extends KinematicBody2D
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#var velocity = Vector2(0,0)
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#var direction = Vector2(-1,0)
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export(String, "Player", "Enemy", "NPC", "Object") var actor_type
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#export var sprite_facing_right: bool = true
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export var debug_actor: bool = false
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#onready var movement_animations: AnimatedSprite = $AnimatedSprite
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onready var sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver
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#onready var movement_component: MovementComponent = $movement_component
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onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
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#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
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onready var movement_state_machine: StateMachine = $Movement_StateMachine
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onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
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## Multiplayer Variables
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puppet var puppet_pos = Vector2()
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puppet var puppet_anim_sprite_frame :int
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puppet var puppet_anim_sprite_name :String
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puppet var puppet_transform: Transform2D
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##TODO:
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# Can't seem to implement the ready and process node functions
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# without causing a double run somehow. Not sure why.
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# not a huge deal because this is mostly to help with
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# interfaces for the state machines.
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func _ready() -> void:
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puppet_anim_sprite_name = animated_sprite.animation
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puppet_anim_sprite_frame = animated_sprite.frame
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puppet_transform = transform
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# if not is_network_master():
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# animated_sprite.set_process(false)
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# animated_sprite.set_physics_process(false)
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#movement_state_machine.init_animated_actor(self)
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#movement_component.attack_function = funcref(self, "attack")
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# movement_component.player_number = player_number
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func _process(delta):
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if is_network_master():
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rset("puppet_anim_sprite_name", animated_sprite.animation)
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rset("puppet_anim_sprite_frame", animated_sprite.frame)
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else:
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animated_sprite.animation = puppet_anim_sprite_name
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animated_sprite.frame = puppet_anim_sprite_frame
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func _unhandled_input(event: InputEvent) -> void:
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if is_network_master():
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if actor_type == "Player":
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movement_component.process_input(event)
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#movement_state_machine.process_input(event)
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func _physics_process(delta: float) -> void:
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# Input based or polling input is not done in _unhandled_input
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# gives us the ability to turn off polling this way
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if is_network_master():
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if actor_type == "Player":
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movement_component.process_physics_input(delta)
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movement_component.process_physics(delta)
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rset("puppet_pos", position)
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rset("puppet_transform", transform)
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else:
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position = puppet_pos
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transform = puppet_transform
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#movement_state_machine.process_physics(delta)
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#
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#func _process(delta: float) -> void:
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# if actor_type == "NPC" or actor_type == "Enemy":
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# movement_component.process(delta)
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# movement_state_machine.process_frame(delta)
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## PlayerInfo.player_position = global_position
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# #play_sound_frame(movement_animations.animation , movement_animations.frame)
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func attack():
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#print(self.name, ": It's not inheritence, it's funcrefs")
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# if movement_state_machine.current_state.name != 'attack':
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# if($movement_state_machine/attack):
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# movement_state_machine.change_state($movement_state_machine/attack)
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# if ($Hitbox_Component/CollisionShape2D):
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# #print(self.name, ": Found a hitbox")
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# var hit_box = $Hitbox_Component
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# hit_box.set_hitbox(true)
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pass
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