extends Node2D class_name PlayerSprite # Signals signal DrawingBowAnimationFinished signal FiringArrowAnimationFinished signal AnimationFinished(animation_name: String) # Exports @export var state_machine: PlayerStateMachine @export var direction_component: FacingDirectionComponent # OnReady Variables @onready var full: AnimatedSprite2D = $Full # Private Variables var _all_parts: Array[AnimatedSprite2D] var _current_animation := "idle-down" var _is_flipped := false # Public Methods func UpdateSprite() -> void: var current_state := state_machine.current_state var current_direction := direction_component.GetCurrentDirection() var animation := _build_animation_name(current_state, current_direction) var should_flip := _should_flip_horizontal() if animation == _current_animation and should_flip == _is_flipped: return _current_animation = animation _is_flipped = should_flip for part in _all_parts: part.animation = animation part.play() part.flip_h = should_flip func OnAnimationFinished() -> void: if _current_animation.begins_with("drawing-bow-"): DrawingBowAnimationFinished.emit() elif _current_animation.begins_with("firing-arrow-"): FiringArrowAnimationFinished.emit() AnimationFinished.emit(_current_animation) func PlaySpecifiedAnimation(animation_name: String) -> void: _current_animation = animation_name for part in _all_parts: part.animation = animation_name part.play() # Called when the node enters the scene tree for the first time. func _ready() -> void: _all_parts = [ full ] UpdateSprite() func _build_animation_name(state: BaseState, direction: Enums.Directions) -> String: # e.g. "idle-down", "walking-up" var state_str := state.GetAnimationBaseName().replace("_", "-") var direction_str := _direction_to_animation_state(direction) return "%s-%s" % [state_str, direction_str] func _direction_to_animation_state(direction: Enums.Directions) -> String: if direction == Enums.Directions.LEFT or direction == Enums.Directions.RIGHT: return "side" return Enums.Directions.keys()[direction].to_lower() func _should_flip_horizontal() -> bool: return direction_component.GetCurrentDirection() == Enums.Directions.LEFT