Attempt2/lib/classes/actor.gd
2025-04-20 20:51:20 -07:00

50 lines
1.4 KiB
GDScript

class_name Actor
extends KinematicBody2D
export(String, "Player", "Enemy", "NPC", "Object") var actor_type
#export var sprite_facing_right: bool = true
export var debug_actor: bool = false
onready var sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver
onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
onready var movement_state_machine: StateMachine = $Movement_StateMachine
onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
## Multiplayer Variables
puppet var puppet_pos = Vector2()
puppet var puppet_transform: Transform2D
func _ready() -> void:
puppet_transform = transform
func _unhandled_input(event: InputEvent) -> void:
if is_network_master():
if actor_type == "Player":
movement_component.process_unhandled_input(event)
func _physics_process(delta: float) -> void:
# Input based or polling input is not done in _unhandled_input
# gives us the ability to turn off polling this way
if is_network_master():
if actor_type == "Player":
movement_component.process_physics_input(delta)
movement_component.process_physics(delta)
rset("puppet_pos", position)
rset("puppet_transform", transform)
else:
position = puppet_pos
transform = puppet_transform
func _process(delta: float) -> void:
if actor_type == "NPC" or actor_type == "Enemy":
if is_network_master():
movement_component.process(delta)