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fist.gd
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extends Area2D
signal hit(area)
signal start_block()
signal stop_block()
signal kick()
var action_active: bool = false
onready var smileface: Node2D = $"../../../../../../visuals/smileface"
onready var happyface: Node2D = $"../../../../../../visuals/happyface"
onready var cryface: Node2D = $"../../../../../../visuals/cryface"
onready var animation: AnimationTree = $"../../../../../../animation"
func _ready():
connect("area_entered", self, "_on_area_entered")
monitoring = false
func _on_area_entered(area: Area2D) -> void:
emit_signal("hit", area)
func reset_action() -> void:
action_active = false
monitoring = false
func _damage_frame(enabled: bool) -> void:
# smileface.visible = not enabled
# happyface.visible = enabled
if enabled:
monitoring = true
action_active = true
else:
monitoring = false
action_active = false
func _block_frame(enabled: bool) -> void:
if enabled:
emit_signal("start_block")
action_active = true
else:
emit_signal("stop_block")
action_active = false
func _grab_frame(enabled: bool) -> void:
if enabled:
monitoring = true
action_active = true
else:
monitoring = false
action_active = false
func _kick_frame(enabled: bool) -> void:
if enabled:
reset_action()
emit_signal("kick")