mirror of
https://github.com/Steffo99/hella-farm.git
synced 2024-11-21 23:54:23 +00:00
108 lines
3.7 KiB
GDScript
108 lines
3.7 KiB
GDScript
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()
|