class_name PawnSpriteFrames extends RefCounted ## Builds a SpriteFrames resource from a {idle, walk, dead} atlas trio for a ## peasant character. Atlases are 128×128 with 4 rows (down/left/right/up) ## × 4 frames (32×32 cells). Idle + Walk produce 4 directional animations ## each (loop=true); Dead is a single frame (loop=false) from row 0. ## ## Created via PawnSpriteFrames.build(atlases) from Pawn._ready(). The ## returned SpriteFrames is assigned to an AnimatedSprite2D's sprite_frames. const CELL: int = 32 const DIRS: Array[StringName] = [&"down", &"left", &"right", &"up"] ## Build a SpriteFrames containing: ## idle_down/left/right/up — 4 frames each, loop, 4 fps ## walk_down/left/right/up — 4 frames each, loop, 8 fps ## dead — 1 frame, no loop (from idle/dead row 0 col 0) ## ## `atlases` is a Dictionary with three Texture2D values keyed by "idle", ## "walk", "dead". Each texture is 128×128. static func build(atlases: Dictionary) -> SpriteFrames: var sf := SpriteFrames.new() # AnimatedSprite2D auto-creates a `default` animation; remove it so the # scene doesn't render an empty placeholder if a caller mistypes an anim name. if sf.has_animation(&"default"): sf.remove_animation(&"default") _add_directional(sf, &"idle", atlases["idle"], true, 4.0) _add_directional(sf, &"walk", atlases["walk"], true, 8.0) # Dead — single 32×32 frame from row 0 (down-facing) of the dead atlas. sf.add_animation(&"dead") sf.set_animation_loop(&"dead", false) var dead_at := AtlasTexture.new() dead_at.atlas = atlases["dead"] dead_at.region = Rect2(0, 0, CELL, CELL) sf.add_frame(&"dead", dead_at) return sf static func _add_directional(sf: SpriteFrames, prefix: StringName, tex: Texture2D, loop: bool, fps: float) -> void: for row in 4: var anim_name := StringName("%s_%s" % [prefix, DIRS[row]]) sf.add_animation(anim_name) sf.set_animation_loop(anim_name, loop) sf.set_animation_speed(anim_name, fps) for col in 4: var at := AtlasTexture.new() at.atlas = tex at.region = Rect2(col * CELL, row * CELL, CELL, CELL) sf.add_frame(anim_name, at)