50 lines
1.4 KiB
GDScript
50 lines
1.4 KiB
GDScript
class_name Actor
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extends KinematicBody2D
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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 sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver
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onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
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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_transform: Transform2D
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func _ready() -> void:
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puppet_transform = transform
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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_unhandled_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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func _process(delta: float) -> void:
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if actor_type == "NPC" or actor_type == "Enemy":
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if is_network_master():
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movement_component.process(delta)
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