88 lines
3.2 KiB
GDScript
88 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(Array, Resource) var SoundEffects
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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 = $SE_Player
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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_state_machine
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var sound_effects_dict: Dictionary
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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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#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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# Experimenting with sound based resources I did this and it worked
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#sound_effect_player.stream = sound_effects.sounds["pew"]
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#print(sounds.sounds["pew"])
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#sound_effects.play()
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# Trying something new with a custom resourse.
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for i in SoundEffects:
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sound_effects_dict[i.animation_name + str(i.frame_number)] = i.sound
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print (sound_effects_dict)
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func _unhandled_input(event: InputEvent) -> void:
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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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movement_component.process_physics(delta)
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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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var last_sound_frame_animation: String = ''
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var last_sound_frame: int = -1
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func play_sound_frame(animation: String, frame: int ):
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##DEBUG:
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#if animation == 'run' and frame == 6:
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# print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
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if animation != last_sound_frame_animation or frame != last_sound_frame:
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last_sound_frame = frame
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last_sound_frame_animation = animation
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var sound_index = animation + str(frame)
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if sound_effects_dict.has(sound_index):
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sound_effect_player.stream = sound_effects_dict[sound_index]
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sound_effect_player.play()
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print(self.name, " Playing SE: ", sound_index)
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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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