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hella-farm/entities/entity.gd

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GDScript3
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2024-05-02 23:37:20 +00:00
extends BetterCharacterBody2D
class_name Entity
## The [SpriteLeftRight] of this entity, or null if it doesn't have one.
@onready var sprite: SpriteLeftRight = get_node_or_null("%Sprite")
## The main [Eater] of this entity, or null if it doesn't have one.
@onready var eater: Eater = get_node_or_null("%Eater")
## The main [AnimationPlayer] of this entity, or null if it doesn't have one.
@onready var animator: AnimationPlayer = get_node_or_null("%Animator")
## The [Eater] controlling the appearence of the [TopHat] on this entity, or null if this isn't supported.
@onready var tophatter: Eater = get_node_or_null("%TopHatter")
## The [Eater] controlling the appearence of the [Monocle] on this entity, or null if this isn't supported.
@onready var monocler: Eater = get_node_or_null("%Monocler")
enum State {
GROUNDED = 0,
FLYING = 1,
TRAPPED = 2,
}
## The [State] this entity is in.
var state := State.GROUNDED
## Set the entity to be considered walking on the ground.
func set_grounded():
state = State.GROUNDED
collision_layer = Enums.PhysLayers.EntityGround
collision_mask = Enums.PhysLayers.EntityGround
if tophatter:
tophatter.collision_mask = Enums.PhysLayers.EntityGround
if monocler:
monocler.collision_mask = Enums.PhysLayers.EntityGround
if eater:
eater.collision_mask = Enums.PhysLayers.EntityGround
z_index = Enums.ZIndex.EntityGround
y_sort_enabled = true
## Set the entity to be considered hovering in the air.
func set_flying():
state = State.FLYING
collision_layer = Enums.PhysLayers.EntityAir
collision_mask = Enums.PhysLayers.EntityAir
if tophatter:
tophatter.collision_mask = Enums.PhysLayers.EntityAir
if monocler:
monocler.collision_mask = Enums.PhysLayers.EntityAir
if eater:
eater.collision_mask = Enums.PhysLayers.EntityAir
z_index = Enums.ZIndex.EntityAir
y_sort_enabled = false
## Set the entity to be considered trapped in a [SacrificeStone].
func set_trapped():
state = State.TRAPPED
z_index = Enums.ZIndex.EntitySacrifice
y_sort_enabled = false
## Handle a signal controlling movement.
func handle_movement(movement: Vector2) -> void:
better_move_and_collide(movement)
if sprite:
sprite.handle_move(movement)
## Initialize the signals of the [field tophatter], if it exists.
func _init_tophatter_signals() -> void:
if tophatter:
var subsprite: Sprite2D = tophatter.get_node("Sprite")
var spawner: Spawner = tophatter.get_node("Spawner")
var sacrificable: Sacrificable = tophatter.get_node_or_null("Sacrificable")
tophatter.eaten.connect(func(edible: Edible): edible.queue_free())
tophatter.goal_reached.connect(tophatter.clear_diets)
tophatter.goal_reached.connect(subsprite.show)
tophatter.goal_reached.connect(spawner.enable)
spawner.tree_exiting.connect(spawner.spawn)
if sacrificable:
sacrificable.sacrificed.connect(queue_free)
tophatter.goal_reached.connect(func(): sacrificable.set_kind(&"TopHat"))
## Initialize the signals of the [field monocler], if it exists.
func _init_monocler_signals() -> void:
if monocler:
var subsprite: Sprite2D = monocler.get_node("Sprite")
var spawner: Spawner = monocler.get_node("Spawner")
var sacrificable: Sacrificable = monocler.get_node_or_null("Sacrificable")
monocler.eaten.connect(func(edible: Edible): edible.queue_free())
monocler.goal_reached.connect(monocler.clear_diets)
monocler.goal_reached.connect(subsprite.show)
monocler.goal_reached.connect(spawner.enable)
spawner.tree_exiting.connect(spawner.spawn)
if sacrificable:
monocler.goal_reached.connect(func(): sacrificable.set_kind(&"Monocle"))
sacrificable.sacrificed.connect(queue_free)
## Backwards compatible name for [method handle_movement].
func _on_move(movement: Vector2) -> void:
handle_movement(movement)
func _ready() -> void:
_init_tophatter_signals()
_init_monocler_signals()