Files
CultManor/game/doors/door.gd
T

82 lines
1.6 KiB
GDScript

class_name Door
extends Node2D
const ANIMATION_CLOSED = "closed"
const ANIMATION_OPEN = "open"
const ANIMATION_OPENING = "opening"
const ANIMATION_CLOSING = "closing"
var _needed_to_be_open := false
var _needed_to_be_closed := false
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var static_body : StaticBody2D = $StaticBody2D
@onready var static_body_collision : CollisionShape2D = $%StaticBodyCollision
@onready var area_collision : CollisionShape2D = $%AreaCollision
func _ready() -> void:
sprite.play(ANIMATION_CLOSED)
func _is_open() -> bool:
return sprite.animation == ANIMATION_OPEN
func _is_closed() -> bool:
return sprite.animation == ANIMATION_CLOSED
func _can_open(_body: Node2D) -> bool:
return true
func _can_close(_body: Node2D) -> bool:
return true
func _open() -> void:
sprite.play(ANIMATION_OPENING)
static_body.process_mode = Node.PROCESS_MODE_DISABLED
func _close() -> void:
sprite.play(ANIMATION_CLOSING)
static_body.process_mode = Node.PROCESS_MODE_DISABLED
func _on_animation_finished() -> void:
match sprite.animation:
ANIMATION_OPENING:
_needed_to_be_open = false
if _needed_to_be_closed:
sprite.play(ANIMATION_CLOSING)
else:
sprite.play(ANIMATION_OPEN)
ANIMATION_CLOSING:
_needed_to_be_closed = false
if _needed_to_be_open:
sprite.play(ANIMATION_OPENING)
else:
sprite.play(ANIMATION_CLOSED)
pass
func _on_area_entered(body: Node2D) -> void:
if _can_open(body):
if _is_closed():
_open()
else:
_needed_to_be_open = true
func _on_area_exited(body: Node2D) -> void:
if _can_close(body):
if _is_open():
_close()
else:
_needed_to_be_closed = true