4 way animation handler for new actors

This commit is contained in:
Marco 2025-02-23 17:32:36 +01:00
commit 335f4d5430
8 changed files with 260 additions and 117 deletions

View file

@ -0,0 +1,29 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class FourWayAnimationHandler : AnimationHandler
{
public override void Update(double delta)
{
_animatedSprite.Play(DirectionToString(_parent.FacingDirection));
_animatedSprite.SpeedScale = _parent.Velocity.Length() > 0 ? 1 : 0;
}
protected override string DirectionToString(Vector2 direction)
{
var angle = Mathf.RadToDeg(direction.Angle());
angle = Mathf.PosMod(angle, 360);
if (angle >= 337.5 || angle < 22.5) return _directionsTable[FacingDirection.Right];
if (angle >= 22.5 && angle < 67.5) return _directionsTable[FacingDirection.Right];
if (angle >= 67.5 && angle < 112.5) return _directionsTable[FacingDirection.Down];
if (angle >= 112.5 && angle < 157.5) return _directionsTable[FacingDirection.Left];
if (angle >= 157.5 && angle < 202.5) return _directionsTable[FacingDirection.Left];
if (angle >= 202.5 && angle < 247.5) return _directionsTable[FacingDirection.Left];
if (angle >= 247.5 && angle < 292.5) return _directionsTable[FacingDirection.Up];
if (angle >= 292.5 && angle < 337.5) return _directionsTable[FacingDirection.Right];
return _directionsTable[FacingDirection.Up];
}
}