Attempt2/lib/classes/actor.gd

95 lines
3.3 KiB
GDScript

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 var debug_actor: bool = false
#onready var movement_animations: AnimatedSprite = $AnimatedSprite
onready var sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver
#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_StateMachine
onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
## Multiplayer Variables
puppet var puppet_pos = Vector2()
puppet var puppet_anim_sprite_frame :int
puppet var puppet_anim_sprite_name :String
puppet var puppet_transform: Transform2D
##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:
puppet_anim_sprite_name = animated_sprite.animation
puppet_anim_sprite_frame = animated_sprite.frame
puppet_transform = transform
## Disable Process and Physics on puppets
if not is_network_master():
animated_sprite.set_process(false)
animated_sprite.set_physics_process(false)
#movement_state_machine.init_animated_actor(self)
#movement_component.attack_function = funcref(self, "attack")
# movement_component.player_number = player_number
func _process(delta):
if is_network_master():
rset("puppet_anim_sprite_name", animated_sprite.animation)
rset("puppet_anim_sprite_frame", animated_sprite.frame)
else:
animated_sprite.animation = puppet_anim_sprite_name
animated_sprite.frame = puppet_anim_sprite_frame
func _unhandled_input(event: InputEvent) -> void:
if is_network_master():
if actor_type == "Player":
movement_component.process_input(event)
#movement_state_machine.process_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
#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)
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