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Tony Bark 2025-07-17 01:49:18 -04:00
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@tool
extends PopochiuCharacter
# You can use E.queue([]) to trigger a sequence of events.
# Use await E.queue([]) if you want to pause the execution of
# the function until the sequence of events finishes.
const Data := preload('character_max_casey_state.gd')
var state: Data = load("res://game/characters/max_casey/character_max_casey.tres")
#region Virtual ####################################################################################
# When the room in which this node is located finishes being added to the tree
func _on_room_set() -> void:
pass
# When the node is clicked
func _on_click() -> void:
# Replace the call to E.command_fallback() to implement your code.
# E.command_fallback()
# For example, you can make the player character walk to this character, gaze at it, and then
# say something:
# await C.player.walk_to_clicked()
# await C.player.face_clicked()
await C.player.say("Hi!")
func _on_double_click() -> void:
# Replace the call to E.command_fallback() with your code.
E.command_fallback()
# For example, you could make the player instantly do something instead of walking there first
# When the node is right clicked
func _on_right_click() -> void:
# Replace the call to E.command_fallback() to implement your code.
E.command_fallback()
# For example, you can make the player character gaze at this character and then say something:
# await C.player.face_clicked()
# await C.player.say("Is someone...")
# When the node is middle clicked
func _on_middle_click() -> void:
# Replace the call to E.command_fallback() to implement your code.
E.command_fallback()
# When the node is clicked and there is an inventory item selected
func _on_item_used(_item: PopochiuInventoryItem) -> void:
# Replace the call to E.command_fallback() to implement your code.
E.command_fallback()
# For example, you can make the player character say something when the Key item is used in this
# character. Note that you have to change the name of the `_item` parameter to `item`.
# if item == I.Key:
# await C.player.say("I don't want to give up my key")
# Use it to play the idle animation for the character
func _play_idle() -> void:
super()
# Use it to play the walk animation for the character
# target_pos can be used to know the movement direction
func _play_walk(target_pos: Vector2) -> void:
super(target_pos)
# Use it to play the talk animation for the character
func _play_talk() -> void:
super()
# Use it to play the grab animation for the character
func _play_grab() -> void:
super()
# Called when the character stops moving
func _on_move_ended() -> void:
pass
#endregion
#region Public #####################################################################################
# You can add here functions triggered by the GUI commands. For example, if your GUI has a command
# for look_at, you could have the function:
#func on_look_at() -> void:
#pass
#endregion