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extends Node2D
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signal deal_damage(amount:int)
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signal health_changed(old_value, new_value)
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signal stamina_changed(old_value, new_value)
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signal actions_done
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@onready var _animation_player = $AnimationPlayer
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@onready var _animation_sprite = $Sprite2D
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@onready var _animation_damage_label = $DamageLabel
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@export
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var orientation:int = 1
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@export
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var health:int = 100
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@export
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var stamina:int = 100
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@export
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var descriptor:String = "Foo"
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var _material_counter = 0
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var _actions = []
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var _action_queue = []
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var _health = 0
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var _stamina = 0
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# Public methods
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func init(actions):
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_actions = actions.duplicate(true)
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_health = health
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_stamina = stamina
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health_changed.emit(_health, _health)
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stamina_changed.emit(_stamina, _stamina)
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func is_animation_idle() -> bool:
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return !_animation_player.is_playing() && _action_queue.is_empty()
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func is_animation_done() -> bool:
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return is_animation_idle() && _actions.is_empty()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_animation_sprite.material.set_shader_parameter("aura_width", 0)
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_animation_sprite.flip_h = orientation
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_animation_player.play("RESET")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func _take_damage(amount : int):
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var old_health = _health
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_health -= amount
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if _animation_player.is_playing():
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print_debug("%s -> %s: _take_damage -> skip current animation %s!" % [Time.get_ticks_msec(), descriptor,_animation_player.current_animation])
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_animation_player.stop()
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print_debug("%s -> %s: _take_damage -> play HIT animation!" % [Time.get_ticks_msec(), descriptor])
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_animation_player.play("Hit")
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_animation_damage_label.show_damage(amount)
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health_changed.emit(old_health, _health)
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func _alter_stamina(amount : int):
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if _stamina <= stamina:
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var old_stamina = _stamina
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_stamina = min(stamina, _stamina + amount)
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stamina_changed.emit(old_stamina, _stamina)
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func _on_next_round():
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print_debug("%s -> %s: _on_next_round" % [Time.get_ticks_msec(), descriptor])
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if !_actions.is_empty():
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_alter_stamina(5)
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_action_queue = _actions.pop_front()
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_schedule_next_action()
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_material_counter -= 1
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if _material_counter == 0:
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_animation_sprite.material.set_shader_parameter("aura_width", 0)
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func _schedule_next_action():
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if _animation_player.is_playing():
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return
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if _action_queue.is_empty():
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_animation_sprite.frame = 0
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actions_done.emit()
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return
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var action : String = _action_queue.pop_front()
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_animation_player.play(action)
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print_debug("%s -> %s: _schedule_next_action -> plays %s!" % [Time.get_ticks_msec(), descriptor, action])
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if action.begins_with("Attack1"):
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deal_damage.emit(5)
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_alter_stamina(-10)
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elif action.begins_with("Attack2"):
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deal_damage.emit(15)
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_alter_stamina(-20)
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func _on_animation_finished(anim_name):
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print_debug("%s -> %s: _on_animation_finished -> %s!" % [Time.get_ticks_msec(), descriptor, anim_name])
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_schedule_next_action()
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if (anim_name == "PowerUp"):
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_animation_sprite.frame = 0
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_animation_sprite.material.set_shader_parameter("aura_width", 1)
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_material_counter = 3
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func _on_animation_started(anim_name):
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print_debug("%s -> %s: _on_animation_started -> %s!" % [Time.get_ticks_msec(), descriptor, anim_name])
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