SchildDerStaerke/scripts/knight.gd

44 lines
1.3 KiB
GDScript

class_name Knight
extends Player
const ATTACK_ANIMS: Array[StringName] = [
&"1h_slice_diagonal",
&"1h_slice_horizontal",
&"1h_attack_chop"
]
const FOOTSTEP_SOUNDS: Array[String] = [
"res://resources/audio/footstep_grass_000.ogg",
"res://resources/audio/footstep_grass_001.ogg",
"res://resources/audio/footstep_grass_002.ogg",
"res://resources/audio/footstep_grass_003.ogg",
"res://resources/audio/footstep_grass_004.ogg"
]
func _input(event: InputEvent) -> void:
# Attack
if event.is_action_pressed("attack"):
_on_attack()
# Block + Animator-Zustände
_update_block_state()
# Calls the _input() from player.gd
super._input(event)
func _on_attack() -> void:
if not can_spend_stamina(attack_cost):
return
spend_stamina(attack_cost)
var target_anim: StringName = &"Block_Attack" if state == States.blocking else ATTACK_ANIMS.pick_random()
anim_state.travel(target_anim)
func _update_block_state() -> void:
if Input.is_action_pressed("block"):
state = States.blocking
elif Input.is_action_just_released("block"):
state = States.idle
var is_blocking: bool = state == States.blocking
anim_tree.set("parameters/conditions/blocking", is_blocking)
anim_tree.set("parameters/conditions/not_blocking", not is_blocking)