Tough_Crowd/godot/scenes/crowd/person.gd

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class_name AudienceMember
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extends Sprite2D
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@export var mood : float = 0.
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@export var head : Node2D
@export var face : Node2D
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@export var profile : AudienceProfile
@export_enum("angry", "neutral", "happy", "laugh") var expression
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var known_faces : Array[String] = [
"res://scenes/faces/face_curly.tscn",
"res://scenes/faces/face_moritz.tscn",
"res://scenes/faces/face_ronald.tscn",
# Add more scenes as needed
]
# Called when the node enters the scene tree for the first time.
func _ready():
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mood = randf_range(profile.lashout_threshold, profile.happy_threshold)
update_expression()
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if face == null:
set_random_face()
# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
if mood > profile.happy_threshold:
mood = max(mood - profile.happiness_decay * delta, profile.happy_threshold)
elif mood < profile.lashout_threshold:
mood = min(mood + profile.lashout_decay * delta, profile.lashout_threshold)
func hear_joke():
var change = randf_range(-3., 3.)
update_mood(change)
func update_mood(change: float):
if mood > profile.happy_threshold and change > 0:
pass #toggle laugh
mood += change
update_expression()
func update_expression():
if mood > profile.happy_threshold:
expression = "happy"
elif mood < profile.angry_threshold:
expression = "angry"
else:
expression = "neutral"
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func set_random_face():
var face_res = load(known_faces[randi() % known_faces.size()])
face = face_res.instantiate()
head.add_child(face)