i discovered an issue with the kobold sprites that i only just now noticed... their hand animations were a bit fucky lol
i only didn't notice it cause the two animations they have (idle and walk) are basically symmetrical with their hands, so it didn't look odd that the hands weren't properly set up... but i added an asymmetrical animation and it became very apparent...
instead of animating the hands themself, i instead animate targets for them to map their positions too... i also make them switch which of the two hand targets they map to, since one hand is always drawn above the sprite and the other is always drawn below... but somehow i fucked up both mapping the positions and switching the hand targets!
i had to review the original implementation of this hand system i use to figure out why my new animation wasn't working right. it turns out i needed to map the hands to the target's global_position, and i actually only need to switch their targets when they face up or down, not when they face left or right...
the end result is that kobolds can be pet facing right OR left without looking kinda strange

also implementing this petting thing makes me realize i should make these kobolds work off a state machine... cause there's a LOT of stuff that needs to be set and unset when it comes to petting that's kinda funky to shove into a _physics_process function
(i also think the petting would look better if it were in stages.. like an "oh! im being pet" starting animation then the very pleased wobble you see, then a little wind-down animation... that'd be easier to do in a state machine i think)








