recursivesquare/scripts/loop.gd
2024-11-14 13:58:15 +01:00

72 lines
1.5 KiB
GDScript

extends Area2D
class_name Loop;
var entered_count := 0;
var target_character : Character;
var shadow_resource := load("res://objects/shadow.tscn");
var shadow_created : Shadow;
@onready
var count_name = {$SpriteOff : 0, $SpriteRecording : 1, $SpriteOn : 2};
var move_list : Array[Globals.Direction];
var is_recording := false;
var is_playing := false;
var is_off := true;
var shadow_exist := false;
func _process(delta: float) -> void:
pass
func _on_area_entered(area: Area2D) -> void:
if area == shadow_created:
return;
entered_count += 1;
entered_count %= 3;
is_recording = entered_count == 1;
is_playing = entered_count == 2;
is_off = entered_count == 0;
if is_playing and !shadow_created:
shadow_created = shadow_resource.instantiate();
shadow_created.loop_origin = self;
shadow_created.position = self.position;
get_tree().current_scene.add_child(shadow_created);
if is_off:
shadow_created.queue_free();
shadow_created = null;
move_list.clear()
connect_target_character(area)
handle_visibility()
func connect_target_character(area: Area2D):
if area is Character and !target_character:
target_character = area
target_character.has_moved.connect(_on_target_moved);
print(target_character.has_moved.get_connections());
func handle_visibility():
for name in count_name:
if count_name[name] == entered_count:
name.visible = true;
else:
name.visible = false;
func _on_target_moved(direction: Globals.Direction):
if is_recording:
move_list.push_back(direction)
print(move_list)