Files
Archipelago-Game/Scripts/Characters/Player/sprite.gd
2026-02-16 13:44:20 -06:00

43 lines
1.4 KiB
GDScript

extends Node2D
@export var state_machine: PlayerStateMachine
@export var direction_component: FacingDirectionComponent
@onready var base: AnimatedSprite2D = $Base
@onready var hair: AnimatedSprite2D = $Hair
@onready var pants: AnimatedSprite2D = $Pants
@onready var hands: AnimatedSprite2D = $Hands
@onready var shoes: AnimatedSprite2D = $Shoes
var all_parts: Array[AnimatedSprite2D]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
all_parts = [
base, hair, pants, hands, shoes
]
var animation := _build_animation_name(state_machine.GetCurrentState(), direction_component.GetCurrentDirection())
var should_flip := _should_flip_horizontal()
for part in all_parts:
part.animation = animation
part.play()
part.flip_h = should_flip
func _build_animation_name(state: PlayerStateMachine.States, direction: Enums.Directions) -> String:
# e.g. "idle-down", "walking-up"
var state_str = PlayerStateMachine.States.keys()[state].to_lower()
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