Added vesna animations

This commit is contained in:
2025-04-07 00:17:50 +02:00
parent bd4f7edc20
commit 8622f2d38d
965 changed files with 17937 additions and 30 deletions
@@ -6,8 +6,15 @@ public partial class Player3D : CharacterBody3D
{
[Export] private float _speed = 1.0f;
[Export] private Camera3D _camera;
[Export] private Sprite3D _frontSprite;
[Export] private Sprite3D _sideSprite;
/// <summary>
/// The sprite arrays are all setup like this:
/// 0 - idle
/// 1 - walking
/// </summary>
[Export] private AnimatedSprite3D[] _frontSpritesAnimated;
[Export] private AnimatedSprite3D[] _sideSpritesAnimated;
[Export] private AnimatedSprite3D[] _backSpritesAnimated;
private bool _sideFlipped;
@@ -40,40 +47,70 @@ public partial class Player3D : CharacterBody3D
if (X == 0.0 && Y == 0.0)
{
ActivateFrontSprite(true);
ActivateFrontSpriteIdle(0, true, false, false);
return;
}
if (X != 0)
{
ActivateFrontSprite(false);
ActivateFrontSpriteIdle(1, false, true, false);
if (X > 0.0f)
{
_sideFlipped = false;
_sideSprite.FlipH = _sideFlipped;
}
if (X < 0.0f)
{
_sideFlipped = true;
_sideSprite.FlipH = _sideFlipped;
}
foreach (var animatedSprite in _sideSpritesAnimated)
{
animatedSprite.FlipH = _sideFlipped;
}
return;
}
if (Y != 0)
{
ActivateFrontSprite(true);
if (Y < 0.0f)
{
ActivateFrontSpriteIdle(1, false, false, true);
}
if (Y > 0.0f)
{
ActivateFrontSpriteIdle(0, true, false, false);
}
}
}
private void ActivateFrontSprite(bool activate)
private void ActivateFrontSpriteIdle(int index, bool frontActive, bool sideActive, bool backActive)
{
_frontSprite.Visible = activate;
_sideSprite.Visible = !activate;
DeactivateAll();
_frontSpritesAnimated[index].Visible = frontActive;
_sideSpritesAnimated[index].Visible = sideActive;
_backSpritesAnimated[index].Visible = backActive;
}
private void DeactivateAll()
{
foreach (var animatedSprite in _frontSpritesAnimated)
{
animatedSprite.Visible = false;
}
foreach (var animatedSprite in _sideSpritesAnimated)
{
animatedSprite.Visible = false;
}
foreach (var animatedSprite in _backSpritesAnimated)
{
animatedSprite.Visible = false;
}
}
}