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