Files
pomchronicles/scripts/quest_sprite.gd
2025-10-09 14:52:47 -04:00

120 lines
3.5 KiB
GDScript

class_name QuestSprite extends Control
@onready var damage_banner_template = preload("res://templates/damage_banner.tscn")
@onready var lifebar : TextureProgressBar = $LifeBar
@export var life : int = 1
@export var max_life : int = 1
@export var energy : int = 1
@export var max_energy : int = 1
var level : int = 1
@export var exp : int = 0
var reset_position : Vector2
var melee_range : float = 100
var highlight_color : Color = Color(1,1,1,0)
var knockback_tween : Tween
@export var stats : StatBlock
var gold : int = 0
@onready var anim_player : AnimationPlayer = $AnimationPlayer
@onready var sprite_material : ShaderMaterial = $Sprite.material
@onready var banner_offset : Node2D = $BannerOffset
signal hitting()
signal died(killer :QuestSprite)
signal action_complete(requeue : bool)
signal busy()
signal arrived()
func _ready() -> void:
lifebar.value = life
lifebar.max_value = max_life
lifebar.visible = false
func _process(delta: float) -> void:
sprite_material.set_shader_parameter("highlight", highlight_color)
func position_reset() -> void:
var tween = create_tween()
#TODO: Vary movement animations?
tween.tween_callback(anim_player.play.bind("running"))
tween.tween_property(self, "position", reset_position,.5)
if reset_position.x < position.x:
$Sprite.flip_h = true
tween.tween_property($Sprite, "flip_h", false, 0)
tween.tween_callback(anim_player.play.bind("idle"))
tween.tween_callback(arrived.emit)
func approach(target, offset) -> void:
var tween = create_tween()
if target.position.x > position.x:
#TODO: Switch facing direction
offset = -offset
#TODO: Vary movement animations?
tween.tween_callback(anim_player.play.bind("running"))
var target_position = target.position + Vector2(offset, 0)
tween.tween_property(self, "position", target_position,.5)
if target_position.x < position.x:
$Sprite.flip_h = true
tween.tween_property($Sprite, "flip_h", false, 0)
tween.tween_callback(anim_player.play.bind("idle"))
tween.tween_callback(arrived.emit)
func attack(target : QuestSprite) -> void:
print("Attack by %s to %s" % [name, target.name])
hitting.connect(spear_hit.bind(target), CONNECT_ONE_SHOT)
anim_player.play("spear attack")
func spear_hit(target : QuestSprite) -> void:
target.take_damage(self, 5)
func take_damage(source : QuestSprite, amount : int) -> void:
busy.emit()
var damage_banner = damage_banner_template.instantiate()
damage_banner.position = Vector2.ZERO
banner_offset.add_child(damage_banner)
damage_banner.set_label(str(-amount))
if amount > 0:
anim_player.play("hurt")
life = clampi(life - amount, 0, max_life)
lifebar.value = life
lifebar.max_value = max_life
if life == 0:
print("%s killed %s!" % [source.name, name])
die(source)
else:
print("%s hit %s for %d damage!" % [source.name, name, amount])
action_complete.emit(false)
func die(killer : QuestSprite) -> void:
died.emit(killer)
queue_free()
func trigger_hit() -> void:
hitting.emit()
func complete_action(requeue : bool, reset_animation : String) -> void:
anim_player.play(reset_animation)
action_complete.emit(requeue)
func show_lifebar(showing : bool) -> void:
lifebar.visible = showing
func flip_h() -> void:
$Sprite.flip_h = true
func knockback(time : float) -> void:
knockback_tween = create_tween()
var offset : Vector2 = Vector2(-20, 0)
if $Sprite.flip_h:
offset.x *= -1
var knockback_pos = reset_position + offset
knockback_tween.tween_property(self, "position", knockback_pos, lerp(0.0, time, (knockback_pos.x - position.x) / offset.x ))
knockback_tween.tween_property(self, "position", reset_position, time)