Enemy animation names moved to the sprite

This commit is contained in:
2026-02-04 23:23:32 +03:00
parent 8d9cff9735
commit 8d2ce976ec
4 changed files with 56 additions and 44 deletions
+22 -42
View File
@@ -23,32 +23,6 @@ enum State {
}
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
const ANIMATION_FALL_UP = "fall_up"
const ANIMATION_FALL_UP_LEFT = "fall_up_left"
const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
const ANIMATION_IDLE_FRONT = "idle_front"
const ANIMATION_IDLE_REAR = "idle_rear"
const ANIMATION_LOOK_AROUND_FRONT_1 = "look_around_front_1"
const ANIMATION_LOOK_AROUND_FRONT_2 = "look_around_front_2"
const ANIMATION_LOOK_AROUND_REAR_1 = "look_around_rear_1"
const ANIMATION_LOOK_AROUND_REAR_2 = "look_around_rear_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_CHASE_LEFT = "chase_left"
const ANIMATION_CHASE_RIGHT = "chase_right"
const LOOK_AROUND_FRONT_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_FRONT_1,
ANIMATION_LOOK_AROUND_FRONT_2,
]
const LOOK_AROUND_REAR_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_REAR_1,
ANIMATION_LOOK_AROUND_REAR_2,
]
const MAX_WALK_SPEED = 85
const MAX_CHASE_SPEED = 170
const ACCELERATION = 600.0
@@ -206,13 +180,13 @@ func _update_animation() -> void:
if is_zero_approx(velocity.y):
match _state:
State.WalkLeft:
_play_animation(ANIMATION_WALK_LEFT)
_play_animation(EnemySprite.ANIMATION_WALK_LEFT)
State.WalkRight:
_play_animation(ANIMATION_WALK_RIGHT)
_play_animation(EnemySprite.ANIMATION_WALK_RIGHT)
State.ChasingLeft:
_play_animation(ANIMATION_CHASE_LEFT)
_play_animation(EnemySprite.ANIMATION_CHASE_LEFT)
State.ChasingRight:
_play_animation(ANIMATION_CHASE_RIGHT)
_play_animation(EnemySprite.ANIMATION_CHASE_RIGHT)
State.Idle:
_play_idle_animation()
State.LookAround:
@@ -224,9 +198,9 @@ func _update_animation() -> void:
func _play_idle_animation() -> void:
match facing:
Facing.Front:
_play_animation(ANIMATION_IDLE_FRONT)
_play_animation(EnemySprite.ANIMATION_IDLE_FRONT)
Facing.Rear:
_play_animation(ANIMATION_IDLE_REAR)
_play_animation(EnemySprite.ANIMATION_IDLE_REAR)
func _play_look_around_animation() -> void:
@@ -234,29 +208,35 @@ func _play_look_around_animation() -> void:
match facing:
Facing.Front:
var animation := _get_random_animation(LOOK_AROUND_FRONT_ANIMATIONS)
var animation := _get_random_animation(EnemySprite.LOOK_AROUND_FRONT_ANIMATIONS)
_play_animation(animation)
Facing.Rear:
var animation := _get_random_animation(LOOK_AROUND_REAR_ANIMATIONS)
var animation := _get_random_animation(EnemySprite.LOOK_AROUND_REAR_ANIMATIONS)
_play_animation(animation)
func _play_fall_animation() -> void:
if is_zero_approx(velocity.x):
var animation := ANIMATION_FALL_UP if velocity.y < 0 else ANIMATION_FALL_DOWN
_play_animation(animation)
if velocity.y < 0:
_play_animation(EnemySprite.ANIMATION_FALL_UP)
else:
_play_animation(EnemySprite.ANIMATION_FALL_DOWN)
elif velocity.x < 0:
var animation := ANIMATION_FALL_UP_LEFT if velocity.y < 0 else ANIMATION_FALL_DOWN_LEFT
_play_animation(animation)
if velocity.y < 0:
_play_animation(EnemySprite.ANIMATION_FALL_UP_LEFT)
else:
_play_animation(EnemySprite.ANIMATION_FALL_DOWN_LEFT)
else:
var animation := ANIMATION_FALL_UP_RIGHT if velocity.y < 0 else ANIMATION_FALL_DOWN_RIGHT
_play_animation(animation)
if velocity.y < 0:
_play_animation(EnemySprite.ANIMATION_FALL_UP_RIGHT)
else:
_play_animation(EnemySprite.ANIMATION_FALL_DOWN_RIGHT)
func _is_current_animation_look_around() -> bool:
if not sprite.is_playing(): return false
if sprite.animation in LOOK_AROUND_FRONT_ANIMATIONS: return true
if sprite.animation in LOOK_AROUND_REAR_ANIMATIONS: return true
if sprite.animation in EnemySprite.LOOK_AROUND_FRONT_ANIMATIONS: return true
if sprite.animation in EnemySprite.LOOK_AROUND_REAR_ANIMATIONS: return true
return false
+29
View File
@@ -0,0 +1,29 @@
class_name EnemySprite
extends AnimatedSprite2D
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
const ANIMATION_FALL_UP = "fall_up"
const ANIMATION_FALL_UP_LEFT = "fall_up_left"
const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
const ANIMATION_IDLE_FRONT = "idle_front"
const ANIMATION_IDLE_REAR = "idle_rear"
const ANIMATION_LOOK_AROUND_FRONT_1 = "look_around_front_1"
const ANIMATION_LOOK_AROUND_FRONT_2 = "look_around_front_2"
const ANIMATION_LOOK_AROUND_REAR_1 = "look_around_rear_1"
const ANIMATION_LOOK_AROUND_REAR_2 = "look_around_rear_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_CHASE_LEFT = "chase_left"
const ANIMATION_CHASE_RIGHT = "chase_right"
const LOOK_AROUND_FRONT_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_FRONT_1,
ANIMATION_LOOK_AROUND_FRONT_2,
]
const LOOK_AROUND_REAR_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_REAR_1,
ANIMATION_LOOK_AROUND_REAR_2,
]
@@ -0,0 +1 @@
uid://dkxmwkjttbf2d
+4 -2
View File
@@ -1,7 +1,8 @@
[gd_scene load_steps=47 format=3 uid="uid://dtxiercm8dsfm"]
[gd_scene format=3 uid="uid://dtxiercm8dsfm"]
[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_b6aoy"]
[ext_resource type="Texture2D" uid="uid://drk8j57acajrq" path="res://images/characters/cultist.png" id="2_yjsd7"]
[ext_resource type="Script" uid="uid://dkxmwkjttbf2d" path="res://game/characters/enemies/enemy_sprite.gd" id="3_h0tku"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_vecdo"]
shader = ExtResource("1_b6aoy")
@@ -449,7 +450,8 @@ animations = [{
"speed": 10.0
}]
[node name="AnimatedSprite2D" type="AnimatedSprite2D"]
[node name="EnemySprite" type="AnimatedSprite2D" unique_id=351120861]
material = SubResource("ShaderMaterial_vecdo")
sprite_frames = SubResource("SpriteFrames_2wrno")
animation = &"look_around"
script = ExtResource("3_h0tku")