Tough_Crowd/godot/scenes/faces/face.gd

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extends Node2D
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@export_enum("angry", "neutral", "happy", "laugh") var expression
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@export var sprite_laugh : Sprite2D
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@export var sprite_happy : Sprite2D
@export var sprite_neutral : Sprite2D
@export var sprite_unhappy : Sprite2D
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var person_controller : AudienceMember
var expression_map = {
"angry" : sprite_unhappy,
"neutral" : sprite_neutral,
"happy" : sprite_happy,
"laugh" : sprite_laugh,
}
const expression_change_speed : float = 1.5
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const color_transparent : Color = Color(1, 1, 1, 0)
const color_visible : Color = Color(1, 1, 1, 1)
# Called when the node enters the scene tree for the first time.
func _ready():
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person_controller = null
expression = person_controller.expression
reset_face()
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func _process(_delta):
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if expression != person_controller.expression:
update_face(person_controller.expression)
expression != person_controller.expression
func reset_face():
for expr in expression_map:
if expr == expression:
expression_map[expr].modulate = color_visible
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else:
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expression_map[expr].modulate = color_transparent
func update_face(new_expression: String):
var tween = get_tree().create_tween().bind_node(self).set_parallel().set_trans(Tween.TRANS_LINEAR)
tween.tween_property(expression_map[expression], "modulate", color_transparent, expression_change_speed)
tween.tween_property(expression_map[new_expression], "modulate", color_visible, expression_change_speed)