GodotWIP/src/actor.gd

85 lines
3.0 KiB
GDScript

class_name Actor
extends KinematicBody2D
#var velocity = Vector2(0,0)
#var direction = Vector2(-1,0)
export(String, "Player", "Enemy", "NPC") var actor_type
#export var sprite_facing_right: bool = true
export(Array, Resource) var SoundEffects
export var debug_actor: bool = false
onready var movement_animations: AnimatedSprite = $AnimatedSprite
onready var sound_effect_player: AudioStreamPlayer = $SE_Player
onready var movement_component: MovementComponent = $movement_component
onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
var sound_effects_dict: Dictionary
##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:
movement_state_machine.init_animated_actor(self, movement_animations, movement_component)
movement_component.attack_function = funcref(self, "attack")
# movement_component.player_number = player_number
# Experimenting with sound based resources I did this and it worked
#sound_effect_player.stream = sound_effects.sounds["pew"]
#print(sounds.sounds["pew"])
#sound_effects.play()
# Trying something new with a custom resourse.
for i in SoundEffects:
sound_effects_dict[i.animation_name + str(i.frame_number)] = i.sound
print (sound_effects_dict)
func _unhandled_input(event: InputEvent) -> void:
if actor_type == "Player":
movement_component.process_input(event)
movement_state_machine.process_input(event)
func _physics_process(delta: float) -> void:
movement_component.process_physics(delta)
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)
var last_sound_frame_animation: String = ''
var last_sound_frame: int = -1
func play_sound_frame(animation: String, frame: int ):
##DEBUG:
#if animation == 'run' and frame == 6:
# print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
if animation != last_sound_frame_animation or frame != last_sound_frame:
last_sound_frame = frame
last_sound_frame_animation = animation
var sound_index = animation + str(frame)
if sound_effects_dict.has(sound_index):
sound_effect_player.stream = sound_effects_dict[sound_index]
sound_effect_player.play()
print(self.name, " Playing SE: ", sound_index)
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)