added modular animation system for drones
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@@ -3,13 +3,85 @@ extends Machine
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class_name Drone
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@export_category("Dash")
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@export var dodge_cd : float
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@export var dodge_cd := 5.0
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@export var dodge_speed := 650.0
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@export var dodge_duration := 0.18
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var dodge_duration_timer : Timer
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#region animation dictionaries
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@export var idle_anim_front : Dictionary
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@export var idle_anim_back : Dictionary
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@export var idle_anim_left : Dictionary
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@export var idle_anim_right : Dictionary
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@export var walking_anim_front : Dictionary
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@export var walking_anim_back : Dictionary
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@export var walking_anim_left : Dictionary
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@export var walking_anim_right : Dictionary
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@export var dashing_anim_front : Dictionary
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@export var dashing_anim_back : Dictionary
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@export var dashing_anim_left : Dictionary
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@export var dashing_anim_right : Dictionary
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@export var interacting_anim_front : Dictionary
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@export var interacting_anim_back : Dictionary
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@export var interacting_anim_left : Dictionary
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@export var interacting_anim_right : Dictionary
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var anim_dictionary_idle : Dictionary
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var anim_dictionary_walking : Dictionary
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var anim_dictionary_dashing : Dictionary
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var anim_dictionary_interacting : Dictionary
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#endregion
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func _ready() -> void:
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add_on_slots = 1
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#region init animation dictionaries
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anim_dictionary_idle.set(MachineGlobals.look_direction.UP, idle_anim_back)
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anim_dictionary_idle.set(MachineGlobals.look_direction.DOWN, idle_anim_front)
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anim_dictionary_idle.set(MachineGlobals.look_direction.LEFT, idle_anim_left)
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anim_dictionary_idle.set(MachineGlobals.look_direction.RIGHT, idle_anim_right)
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anim_dictionary_walking.set(MachineGlobals.look_direction.UP, walking_anim_back)
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anim_dictionary_walking.set(MachineGlobals.look_direction.DOWN, walking_anim_front)
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anim_dictionary_walking.set(MachineGlobals.look_direction.LEFT, walking_anim_left)
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anim_dictionary_walking.set(MachineGlobals.look_direction.RIGHT, walking_anim_right)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.UP, interacting_anim_back)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.DOWN, interacting_anim_front)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.LEFT, interacting_anim_left)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.RIGHT, interacting_anim_right)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.UP, dashing_anim_back)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.DOWN, dashing_anim_front)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.LEFT, dashing_anim_left)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.RIGHT, dashing_anim_right)
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#endregion
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for a in self.get_children() :
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if a.name == "DodgeDurationTimer" :
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dodge_duration_timer = a
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for a in MachineGlobals.drone_body_slots :
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machine_upgrades.set(a,null)
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animation_state_machine = MachineGlobals.regular_states.IDLING
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func class_ability() -> float:
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#do dash
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return dodge_cd
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func listen_to_animation_signals(next_anim_state : MachineGlobals.regular_states) -> void:
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match next_anim_state :
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MachineGlobals.regular_states.IDLING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_idle.get(look_dir).get(a.name))
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MachineGlobals.regular_states.WALKING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_walking.get(look_dir).get(a.name))
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MachineGlobals.regular_states.DASHING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_dashing.get(look_dir).get(a.name))
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MachineGlobals.regular_states.INTERACTING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_interacting.get(look_dir).get(a.name))
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@@ -7,8 +7,10 @@ extends CharacterBody2D
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@export var hit_points : float
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@export var fuel_tank_capacity : float
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@export var movement_speed : float
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signal change_animation(anim_to_change_to)
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var animation_state_machine : MachineGlobals.regular_states
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var look_dir : MachineGlobals.look_direction
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var states : Array
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var effects : Array
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var add_on_slots : int
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var machine_upgrades : Dictionary
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var ability_timer : Timer
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@@ -21,6 +23,11 @@ var current_fuel_in_tank : float
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@abstract func model_ability() -> float
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@abstract func class_ability() -> float
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@abstract func listen_to_animation_signals(next_anim_state : MachineGlobals.regular_states) -> void
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func _ready() -> void:
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connect("change_animation",listen_to_animation_signals)
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func interact() -> void :
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pass
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@@ -31,8 +38,21 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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func _movement(delta: float) -> void :
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DebugGlobal.set_debug_info("Velocity", self.velocity )
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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self.velocity = input_direction * movement_speed
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if self.velocity != Vector2.ZERO && animation_state_machine in [MachineGlobals.regular_states.IDLING,MachineGlobals.regular_states.INTERACTING] :
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animation_state_machine = MachineGlobals.regular_states.WALKING
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if self.velocity.y < 0 :
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look_dir = MachineGlobals.look_direction.UP
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elif self.velocity.y > 0 :
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look_dir = MachineGlobals.look_direction.DOWN
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elif self.velocity.x > 0 :
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look_dir = MachineGlobals.look_direction.RIGHT
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elif self.velocity.x < 0 :
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look_dir = MachineGlobals.look_direction.LEFT
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else :
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animation_state_machine = MachineGlobals.regular_states.IDLING
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func _action_process(delta:float) -> void :
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if action_timer != null && action_timer.is_stopped():
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@@ -47,3 +67,10 @@ func _ability_process(delta:float) -> void :
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ability_timer.start(class_ability())
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elif Input.is_action_just_pressed("model_ability") :
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ability_timer.start(model_ability())
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func _get_body_parts() -> Array :
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var clist : Array
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for a in self.get_children() :
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if a is AnimatedSprite2D :
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clist.append(a)
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return clist
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