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Cozypaw-Hospital/scripts/characters/character.gd
T
2026-05-10 21:49:40 +02:00

220 lines
6.3 KiB
GDScript

## Character — base class for all playable figures (bunny, cat, etc.).
class_name Character extends Node2D
const _CharacterData = preload("res://scripts/characters/character_data.gd")
signal character_picked_up(character: Character)
signal character_placed(character: Character, position: Vector2)
signal state_changed(new_state: CharacterData.State)
@export var character_id: String = ""
@export var display_name: String = ""
@export var data: CharacterData
var _is_held: bool = false
var _current_anim: String = "idle"
var _drag_start_position: Vector2 = Vector2.ZERO
var _outfit_item_refs: Array = [null, null, null]
const _TAP_THRESHOLD: float = 10.0
const _ITEM_DROP_OFFSET: Vector2 = Vector2(0.0, 60.0)
const _STATE_COLORS: Dictionary = {
CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
CharacterData.State.SLEEPING: Color(0.8, 0.7, 0.95),
CharacterData.State.TIRED: Color(1.0, 0.95, 0.6),
CharacterData.State.PREGNANT: Color(1.0, 0.85, 0.9),
CharacterData.State.BABY: Color(0.9, 0.95, 1.0),
}
func _ready() -> void:
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
if drag != null:
drag.drag_picked_up.connect(_on_drag_picked_up)
drag.drag_released.connect(_on_drag_released)
if data != null:
_update_visual_state()
_refresh_outfit_layers()
add_to_group("characters")
func set_state(new_state: CharacterData.State) -> void:
if data == null:
return
data.state = new_state
_update_visual_state()
state_changed.emit(new_state)
func set_animation_state(anim: String) -> void:
_current_anim = anim
var sprite: AnimatedSprite2D = get_node_or_null("AnimatedSprite2D") as AnimatedSprite2D
if sprite == null or sprite.sprite_frames == null:
return
if sprite.sprite_frames.has_animation(anim):
sprite.play(anim)
func get_animation_state() -> String:
return _current_anim
func set_outfit(layer: int, item_id: String, texture: Texture2D) -> void:
if layer < 1 or layer > 3:
return
if data != null:
data.outfit[layer - 1] = item_id
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % layer) as Sprite2D
if layer_node == null:
return
layer_node.texture = texture
layer_node.visible = not item_id.is_empty()
func clear_outfit(layer: int) -> String:
if layer < 1 or layer > 3:
return ""
var old_id: String = ""
if data != null:
old_id = data.outfit[layer - 1]
data.outfit[layer - 1] = ""
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % layer) as Sprite2D
if layer_node != null:
layer_node.texture = null
layer_node.visible = false
return old_id
func get_outfit(layer: int) -> String:
if data == null or layer < 1 or layer > 3:
return ""
return data.outfit[layer - 1]
func attach_item(hand: String, item: Node2D) -> bool:
if hand != "left" and hand != "right":
return false
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
if slot == null:
return false
if slot.get_child_count() > 0:
return false
var old_parent: Node = item.get_parent()
if old_parent != null:
old_parent.remove_child(item)
slot.add_child(item)
item.position = Vector2.ZERO
return true
func detach_item(hand: String) -> Node2D:
if hand != "left" and hand != "right":
return null
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
if slot == null or slot.get_child_count() == 0:
return null
var item: Node2D = slot.get_child(0) as Node2D
var saved_pos: Vector2 = item.global_position
slot.remove_child(item)
var scene_parent: Node = get_parent()
if scene_parent != null:
scene_parent.add_child(item)
item.global_position = saved_pos
return item
func get_held_item(hand: String) -> Node2D:
if hand != "left" and hand != "right":
return null
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
if slot == null or slot.get_child_count() == 0:
return null
return slot.get_child(0) as Node2D
func is_hand_free(hand: String) -> bool:
return get_held_item(hand) == null
func _update_visual_state() -> void:
if data == null:
return
var visual: ColorRect = get_node_or_null("Visual") as ColorRect
if visual == null:
return
var color: Color = _STATE_COLORS.get(data.state, Color(0.6, 0.8, 1.0))
visual.color = color
var ear_left: ColorRect = get_node_or_null("Ears/EarLeft") as ColorRect
var ear_right: ColorRect = get_node_or_null("Ears/EarRight") as ColorRect
if ear_left != null:
ear_left.color = color
if ear_right != null:
ear_right.color = color
func apply_outfit_item(layer: int, item_id: String, texture: Texture2D, item_node: Node2D) -> void:
if layer < 1 or layer > 3:
return
var i: int = layer - 1
var existing: Node2D = _outfit_item_refs[i] as Node2D
if existing != null:
existing.global_position = global_position + _ITEM_DROP_OFFSET
existing.visible = true
_outfit_item_refs[i] = item_node
set_outfit(layer, item_id, texture)
if item_node != null:
item_node.visible = false
func remove_outfit(layer: int) -> void:
if layer < 1 or layer > 3:
return
var i: int = layer - 1
clear_outfit(layer)
var item_ref: Node2D = _outfit_item_refs[i] as Node2D
if item_ref != null:
_outfit_item_refs[i] = null
item_ref.global_position = global_position + _ITEM_DROP_OFFSET
item_ref.visible = true
func _handle_outfit_tap() -> void:
for layer: int in range(3, 0, -1):
if not get_outfit(layer).is_empty():
remove_outfit(layer)
return
func _on_drag_picked_up(pos: Vector2) -> void:
AudioManager.play_sfx("character_pickup")
_is_held = true
_drag_start_position = pos
set_animation_state("held")
character_picked_up.emit(self)
func _on_drag_released(pos: Vector2) -> void:
_is_held = false
var drag_distance: float = pos.distance_to(_drag_start_position)
if drag_distance < _TAP_THRESHOLD:
AudioManager.play_sfx("character_tap")
set_animation_state("idle")
_handle_outfit_tap()
return
AudioManager.play_sfx("character_place")
set_animation_state("idle")
if data == null or data.id.is_empty():
return
GameState.set_character_position(character_id, global_position)
character_placed.emit(self, global_position)
func _refresh_outfit_layers() -> void:
if data == null:
return
for i: int in range(3):
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % (i + 1)) as Sprite2D
if layer_node != null:
layer_node.visible = not data.outfit[i].is_empty()