Files
Archipelago-Game/Entities/Characters/Player/Scripts/sprite.gd
2026-03-17 13:45:35 -06:00

79 lines
2.2 KiB
GDScript

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