better animations

This commit is contained in:
2025-10-28 03:54:41 +01:00
parent f6fe381551
commit 527be3ee5d
14 changed files with 266 additions and 115 deletions

View File

@@ -4,63 +4,67 @@ extends StaticBody2D
enum Direction { LEFT, RIGHT, FRONT }
@onready var sprite: Sprite2D = $Sprite2D
const SEAT_HEIGHT_OFFSET := 8
@onready var collision_shape: CollisionShape2D = $CollisionShape2D
var seat_height_offset = 8
var player: Player
var input_released: bool = true
var move_input: Vector2 = Vector2.ZERO
var input_released = true
var move_input = Vector2.ZERO
@export var direction: Direction = Direction.RIGHT:
set(value):
direction = value
flip_chair()
update_chair_visuals()
func _ready() -> void:
flip_chair()
update_chair_visuals()
func flip_chair() -> void:
if !sprite:
func update_chair_visuals() -> void:
if not sprite:
return
var atlas_tex := sprite.texture as AtlasTexture
match direction:
Direction.LEFT:
atlas_tex.region.position.x = 32
sprite.flip_h = true
Direction.RIGHT:
atlas_tex.region.position.x = 32
sprite.flip_h = false
Direction.FRONT:
atlas_tex.region.position.x = -3
sprite.flip_h = false
var atlas_tex = sprite.texture as AtlasTexture
if direction == Direction.FRONT:
atlas_tex.region.position.x = -3
seat_height_offset = -5
sprite.flip_h = false
else:
atlas_tex.region.position.x = 32
seat_height_offset = 8
sprite.flip_h = direction == Direction.LEFT
func _on_interacted(p_player: Player) -> void:
if player:
unmount()
unmount_player()
else:
y_sort_enabled = false
player = p_player
player.z_index = 2
input_released = move_input.length() == 0
player.animated_sprite.animation = "sit"
player.animated_sprite.flip_h = direction == Direction.LEFT
player.position = Vector2(position.x, position.y - SEAT_HEIGHT_OFFSET)
mount_player(p_player)
func mount_player(p_player: Player) -> void:
collision_shape.disabled = true
y_sort_enabled = false
z_index = -1
player = p_player
input_released = move_input.length() == 0
player.animated_sprite.flip_h = direction == Direction.LEFT
player.position = Vector2(position.x, position.y - seat_height_offset)
player.animated_sprite.animation = "sit_down" if direction == Direction.FRONT else "sit_side"
func _process(_delta: float) -> void:
if !Engine.is_editor_hint() && EventManager.player_free && player:
move_input = Input.get_vector("move_left","move_right","move_up","move_down")
if move_input.length() == 0:
input_released = true
elif input_released:
unmount()
if Engine.is_editor_hint() || !EventManager.player_free || !player:
return
move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if move_input.length() == 0:
input_released = true
elif input_released:
unmount_player()
func unmount() -> void:
func unmount_player() -> void:
if direction == Direction.FRONT:
player.position = Vector2(position.x -16, position.y)
player.position = Vector2(position.x - 16, position.y)
else:
player.position = Vector2(position.x, position.y + 8)
player.animated_sprite.animation = "down"
player.z_index = 0
z_index = 0
player = null
input_released = true
y_sort_enabled = true
collision_shape.disabled = false