Working resource based state machine. All existing states are broken.

This commit is contained in:
Dustin 2025-03-11 23:53:38 -07:00
parent 8fa6a6f370
commit 03e740c7d1
13 changed files with 209 additions and 232 deletions

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@ -1,14 +1,14 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://src/actors/players/playerD/Player.tscn" type="PackedScene" id=1] [ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 208, 20 ) extents = Vector2( 208, 20 )
[node name="Main" type="Node2D"] [node name="Main" type="Node2D"]
[node name="Player" parent="." instance=ExtResource( 1 )] [node name="ActorTemplate" parent="." instance=ExtResource( 1 )]
position = Vector2( 147, 101 ) position = Vector2( 152, 64 )
[node name="ColorRect" type="ColorRect" parent="."] [node name="ColorRect" type="ColorRect" parent="."]
margin_top = 160.0 margin_top = 160.0

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After

Width:  |  Height:  |  Size: 1.7 KiB

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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Player Idle 48x48.png-eec2a2bcc99a731fac49b2105239676a.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/actors/players/playerE/Player Idle 48x48.png"
dest_files=[ "res://.import/Player Idle 48x48.png-eec2a2bcc99a731fac49b2105239676a.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -75,10 +75,11 @@ func play_sound_frame(animation: String, frame: int ):
func attack(): func attack():
#print(self.name, ": It's not inheritence, it's funcrefs") #print(self.name, ": It's not inheritence, it's funcrefs")
if movement_state_machine.current_state.name != 'attack': # if movement_state_machine.current_state.name != 'attack':
if($movement_state_machine/attack): # if($movement_state_machine/attack):
movement_state_machine.change_state($movement_state_machine/attack) # movement_state_machine.change_state($movement_state_machine/attack)
if ($Hitbox_Component/CollisionShape2D): # if ($Hitbox_Component/CollisionShape2D):
#print(self.name, ": Found a hitbox") # #print(self.name, ": Found a hitbox")
var hit_box = $Hitbox_Component # var hit_box = $Hitbox_Component
hit_box.set_hitbox(true) # hit_box.set_hitbox(true)
pass

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@ -1,5 +1,5 @@
class_name State class_name State
extends Node extends Resource
export var debug_state: bool = false export var debug_state: bool = false
export var timeout_seconds: float = 0.0 export var timeout_seconds: float = 0.0
@ -8,27 +8,46 @@ signal state_entered()
signal state_exited() signal state_exited()
# Declare member variables here. Examples: # Declare member variables here. Examples:
#var modifier_stack_ref: Array # Well this didn't work
var state_timeout: Timer var state_timeout: Timer
var state_ready: bool = true var state_ready: bool = true
# Called when the node enters the scene tree for the first time. var name: String
func _ready():
pass # Replace with function body.
# Called when the node enters the scene tree for the first time.
# Resources don't have _ready callbacks I think
# You'd have to use the constructor callback _init
#func _ready():
# pass # Replace with function body.
#func _init():
# print ("Am I really a parent's constructor?")
func _init():
##TODO: this bit me in the butt. Should add a safety or something.
# Only add timout node if timer value was specified.
if(timeout_seconds > 0.0):
state_timeout = Timer.new()
state_timeout.wait_time = timeout_seconds
state_timeout.one_shot = true
state_timeout.autostart = false
#add_child(state_timeout)
#get_tree().get_root().add_child(state_timeout)
#TODO: Need to figure out how to add this to tree
print ("State init called for no reason?")
#modifier = StateModifier.new()
func enter() -> void: func enter() -> void:
pass pass
func exit() -> void: func exit() -> void:
pass pass
func process_input(_event: InputEvent) -> State: func process_input(_event: InputEvent) -> String:
return null return ''
func process_frame(_delta: float) -> State: func process_frame(_delta: float) -> String:
return null return ''
func process_physics(_delta: float) -> State: func process_physics(_delta: float) -> String:
return null return ''

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@ -65,21 +65,6 @@ var previous_speed_multiplier: float
var modifier: StateModifier var modifier: StateModifier
#var animation_sequence_timer: Timer
func _ready():
##TODO: this bit me in the butt. Should add a safety or something.
# Only add timout node if timer value was specified.
if(timeout_seconds > 0.0):
state_timeout = Timer.new()
state_timeout.wait_time = timeout_seconds
state_timeout.one_shot = true
state_timeout.autostart = false
add_child(state_timeout)
#modifier = StateModifier.new()
# If called, this will attempt to make the most appropriate animation change # If called, this will attempt to make the most appropriate animation change
# would likely be triggered from an animation sequence finishing or a # would likely be triggered from an animation sequence finishing or a
@ -192,8 +177,8 @@ func transfer_modifiers(exiting_state_modifier : StateModifier):
else: else:
print("Insert modifier merge function here...") print("Insert modifier merge function here...")
func process_input(_event: InputEvent) -> State: func process_input(_event: InputEvent) -> String:
return null return ''
func process_animations(): func process_animations():
@ -249,12 +234,12 @@ func process_animations():
else: else:
frame_signal_emitted = false frame_signal_emitted = false
func process_frame(_delta: float) -> State: func process_frame(_delta: float) -> String:
return null return ''
func process_physics(_delta: float) -> State: func process_physics(_delta: float) -> String:
move_actor_as_desired(_delta) move_actor_as_desired(_delta)
return null return ''
#func _on_AnimatedSprite_animation_finished(): #func _on_AnimatedSprite_animation_finished():
# if animations.frames.get_animation_loop(animations.animation) == false: # if animations.frames.get_animation_loop(animations.animation) == false:

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@ -1,24 +1,34 @@
class_name StateMachine extends Node class_name StateMachine extends Node
export (NodePath) var starting_state #export (NodePath) var starting_state
export var debug_state_machine: bool = false export var debug_state_machine: bool = false
# I guess I would declare a number of states here
#export (Reference) var states # Doesn't work
#var starting_state: State
var current_state: State var current_state: State
#var state_modifiers: Array #var state_modifiers: Array
export(Dictionary) var states :Dictionary
# Initialize the state machine by giving each child state a reference to the # Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state. # parent object it belongs to and enter the default starting_state.
func init() -> void: func init() -> void:
for child in get_children(): # for child in get_children():
if child is State: # if child is State:
if debug_state_machine: # if debug_state_machine:
print("Initializing State Node: ", child.name) # print("Initializing State Node: ", child.name)
# child.modifier_stack_ref = state_modifiers ## child.modifier_stack_ref = state_modifiers
if debug_state_machine: # if debug_state_machine:
child.debug_state = true # child.debug_state = true
for s in states.keys():
var this_state = states.s
if this_state is State:
if debug_state_machine:
print("Initializing State Node: ", s)
this_state.debug_state = true
# Initialize to the default state
change_state(get_node(starting_state))
# Change to the new state by first calling any exit logic on the current state. # Change to the new state by first calling any exit logic on the current state.
func change_state(new_state: State) -> void: func change_state(new_state: State) -> void:
@ -31,13 +41,19 @@ func change_state(new_state: State) -> void:
# print("Active Modifiers:") # print("Active Modifiers:")
# for mods in state_modifiers: # for mods in state_modifiers:
# print(mods.name) # print(mods.name)
func change_to_known_state(new_state_name: String) -> void:
if new_state_name.empty() == false:
if states.has(new_state_name):
change_state(states[new_state_name])
else:
push_warning("Attempt to switch state to unknown: " + new_state_name + get_parent().name)
change_state(states["default"])
# Pass through functions for the Player to call, # Pass through functions for the Player to call,
# handling state changes as needed. # handling state changes as needed.
func process_physics(delta: float) -> void: func process_physics(delta: float) -> void:
var new_state = current_state.process_physics(delta) change_to_known_state( current_state.process_physics(delta) )
if new_state:
change_state(new_state)
func process_input(event: InputEvent) -> void: func process_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event) var new_state = current_state.process_input(event)

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@ -1,7 +1,5 @@
class_name StateMachineAnimatedActor extends StateMachine class_name StateMachineAnimatedActor extends StateMachine
#var physics_modifier : StateModifier
func change_state(new_state: State) -> void: func change_state(new_state: State) -> void:
if new_state.state_ready == false: if new_state.state_ready == false:
# Don't transition to unready state # Don't transition to unready state
@ -39,19 +37,43 @@ func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnim
# parent object it belongs to and enter the default starting_state. # parent object it belongs to and enter the default starting_state.
func init_animated_actor(parent: KinematicBody2D, animations: AnimatedSprite, move_component: MovementComponent) -> void: func init_animated_actor(parent: KinematicBody2D, animations: AnimatedSprite, move_component: MovementComponent) -> void:
animations.connect("animation_finished", self, "_on_AnimatedSprite_animation_finished") animations.connect("animation_finished", self, "_on_AnimatedSprite_animation_finished")
for child in get_children(): # for child in get_children():
# if child is StateAnimatedActor:
# if debug_state_machine:
# print("Initializing State Node for ", parent.name, ": ", child.name)
# child.parent = parent
# child.animations = animations
# child.move_component = move_component
## child.modifier_stack_ref = state_modifiers
# if debug_state_machine:
# child.debug_state = true
#states["default"] = StateAnimatedActor.new()
for s in states.keys():
var child = states[s]
if child is StateAnimatedActor: if child is StateAnimatedActor:
if debug_state_machine: if debug_state_machine:
print("Initializing State Node for ", parent.name, ": ", child.name) print("Initializing State Node for ", parent.name, ": ", s)
child.debug_state = true
child.parent = parent child.parent = parent
child.animations = animations child.animations = animations
child.move_component = move_component child.move_component = move_component
# child.modifier_stack_ref = state_modifiers child.name = s
if debug_state_machine:
child.debug_state = true if states.has("default"):
print("I still haz default state")
change_state(states.default)
# current_state = states.default
# if current_state is StateAnimatedActor:
# current_state.animations = animations
# current_state.parent = parent
# current_state.move_component = move_component
# current_state.enter()
# #current_state.set_script("res://lib/templates/Actor/states/idle.gd")
# Initialize to the default state # Initialize to the default state
change_state(get_node(starting_state)) #change_state(get_node(starting_state))
#change_state(states.default)
func process_frame(delta: float) -> void: func process_frame(delta: float) -> void:
@ -89,10 +111,8 @@ func process_frame(delta: float) -> void:
# state_modifiers.pop_at(i) # state_modifiers.pop_at(i)
if current_state is StateAnimatedActor: if current_state is StateAnimatedActor:
current_state.process_animations() current_state.process_animations()
var new_state = current_state.process_frame(delta) change_to_known_state( current_state.process_frame(delta) )
if new_state:
change_state(new_state)
func _on_AnimatedSprite_animation_finished(): func _on_AnimatedSprite_animation_finished():
# if debug_state_machine: # if debug_state_machine:

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@ -1,44 +1,44 @@
[gd_scene load_steps=17 format=2] [gd_scene load_steps=15 format=2]
[ext_resource path="res://lib/components/Hurtbox_Component.tscn" type="PackedScene" id=1] [ext_resource path="res://lib/components/Hurtbox_Component.tscn" type="PackedScene" id=1]
[ext_resource path="res://lib/classes/state_machine_animated_actor.gd" type="Script" id=2] [ext_resource path="res://lib/classes/state_machine_animated_actor.gd" type="Script" id=2]
[ext_resource path="res://lib/templates/Actor/states/fall.gd" type="Script" id=3] [ext_resource path="res://lib/templates/Actor/states/idle.tres" type="Resource" id=4]
[ext_resource path="res://lib/templates/Actor/states/idle.gd" type="Script" id=4]
[ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5] [ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5]
[ext_resource path="res://lib/templates/Actor/resources/Smiley.png" type="Texture" id=6]
[ext_resource path="res://lib/templates/Actor/states/move.gd" type="Script" id=7]
[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8] [ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
[sub_resource type="AtlasTexture" id=76] [sub_resource type="StreamTexture" id=83]
atlas = ExtResource( 6 ) load_path = "res://.import/Player Idle 48x48.png-eec2a2bcc99a731fac49b2105239676a.stex"
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=77] [sub_resource type="AtlasTexture" id=84]
atlas = ExtResource( 6 ) atlas = SubResource( 83 )
region = Rect2( 32, 0, 32, 32 ) region = Rect2( 0, 0, 48, 48 )
[sub_resource type="AtlasTexture" id=78] [sub_resource type="AtlasTexture" id=85]
atlas = ExtResource( 6 ) atlas = SubResource( 83 )
region = Rect2( 64, 0, 32, 32 ) region = Rect2( 48, 0, 48, 48 )
[sub_resource type="AtlasTexture" id=79] [sub_resource type="AtlasTexture" id=86]
atlas = ExtResource( 6 ) atlas = SubResource( 83 )
region = Rect2( 0, 32, 32, 32 ) region = Rect2( 96, 0, 48, 48 )
[sub_resource type="AtlasTexture" id=80] [sub_resource type="AtlasTexture" id=87]
atlas = ExtResource( 6 ) atlas = SubResource( 83 )
region = Rect2( 32, 32, 32, 32 ) region = Rect2( 0, 48, 48, 48 )
[sub_resource type="AtlasTexture" id=81] [sub_resource type="AtlasTexture" id=88]
atlas = ExtResource( 6 ) atlas = SubResource( 83 )
region = Rect2( 64, 32, 32, 32 ) region = Rect2( 48, 48, 48, 48 )
[sub_resource type="SpriteFrames" id=75] [sub_resource type="AtlasTexture" id=89]
atlas = SubResource( 83 )
region = Rect2( 96, 48, 48, 48 )
[sub_resource type="SpriteFrames" id=90]
animations = [ { animations = [ {
"frames": [ SubResource( 76 ), SubResource( 77 ), SubResource( 78 ), SubResource( 79 ), SubResource( 80 ), SubResource( 81 ) ], "frames": [ SubResource( 84 ), SubResource( 85 ), SubResource( 86 ), SubResource( 87 ), SubResource( 87 ), SubResource( 88 ), SubResource( 84 ), SubResource( 89 ), SubResource( 89 ), SubResource( 89 ) ],
"loop": true, "loop": true,
"name": "default", "name": "default",
"speed": 5.0 "speed": 11.0
} ] } ]
[sub_resource type="CircleShape2D" id=82] [sub_resource type="CircleShape2D" id=82]
@ -48,20 +48,18 @@ collision_layer = 2
script = ExtResource( 8 ) script = ExtResource( 8 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."] [node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 75 ) frames = SubResource( 90 )
frame = 3
playing = true playing = true
flip_h = true
__meta__ = { __meta__ = {
"_aseprite_wizard_config_": { "_aseprite_wizard_config_": {
"layer": "", "layer": "",
"o_ex_p": "", "o_ex_p": "BG",
"o_folder": "res://assets", "o_folder": "res://assets/actors/players/playerE",
"o_name": "", "o_name": "",
"only_visible": true, "only_visible": true,
"op_exp": false, "op_exp": true,
"slice": "", "slice": "",
"source": "E:/Godot/Art/MegaMan.aseprite" "source": "/home/relay01/Assets/Library/Asset Packs 1-5/Asset Packs 1-4 (final)/Asset Pack-V1/Player Idle/Player Idle 48x48.aseprite"
} }
} }
@ -70,24 +68,10 @@ script = ExtResource( 5 )
[node name="movement_state_machine" type="Node" parent="."] [node name="movement_state_machine" type="Node" parent="."]
script = ExtResource( 2 ) script = ExtResource( 2 )
starting_state = NodePath("idle") debug_state_machine = true
states = {
[node name="idle" type="Node" parent="movement_state_machine"] "default": ExtResource( 4 )
script = ExtResource( 4 ) }
animation_sequence = [ "default" ]
fall_node = NodePath("../fall")
move_node = NodePath("../move")
[node name="fall" type="Node" parent="movement_state_machine"]
script = ExtResource( 3 )
animation_sequence = [ "default" ]
idle_node = NodePath("../idle")
[node name="move" type="Node" parent="movement_state_machine"]
script = ExtResource( 7 )
animation_sequence = [ "default" ]
fall_node = NodePath("../fall")
idle_node = NodePath("../idle")
[node name="Hurtbox_Component" parent="." instance=ExtResource( 1 )] [node name="Hurtbox_Component" parent="." instance=ExtResource( 1 )]

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@ -1,20 +1,18 @@
extends StateAnimatedActor extends StateAnimatedActor
export (NodePath) var fall_node # Do states need to have references to the states they want to transition
export (NodePath) var move_node # to? I suppose if on exit/entrance we needed to do something
onready var fall_state: State = get_node(fall_node)
onready var move_state: State = get_node(move_node)
func enter() -> void: func enter() -> void:
.enter() #.enter()
# parent.set_hurtbox(true) # parent.set_hurtbox(true)
move_component.velocity.x = 0 move_component.velocity.x = 0
if debug_state: print ("this doesn't work does it? ")
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x) # if debug_state:
# print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
func process_physics(delta: float) -> State:
func process_physics(delta: float) -> String:
return ''
# parent.velocity.y += gravity * delta # parent.velocity.y += gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) # #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# parent.velocity.x = move_component.desired_movement_vector.x * move_speed # parent.velocity.x = move_component.desired_movement_vector.x * move_speed
@ -23,8 +21,8 @@ func process_physics(delta: float) -> State:
move_actor_as_desired(delta) move_actor_as_desired(delta)
if move_component.velocity.x != 0.0: if move_component.velocity.x != 0.0:
return move_state return 'move'
if !parent.is_on_floor(): if !parent.is_on_floor():
return fall_state return 'fall'
return null return ''

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@ -0,0 +1,17 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://lib/templates/Actor/states/idle.gd" type="Script" id=1]
[resource]
resource_local_to_scene = true
script = ExtResource( 1 )
debug_state = false
timeout_seconds = 0.0
move_speed = 60.0
move_acceleration = 20.0
move_speed_modifier = 0.0
move_modifier_move_acceleration = 0.0
jerk_factor = 0.0
animation_sequence = [ "idle" ]
emitter_frame_subscriptions = {
}

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@ -54,7 +54,7 @@ _global_script_classes=[ {
"language": "GDScript", "language": "GDScript",
"path": "res://src/classes/movement_component.gd" "path": "res://src/classes/movement_component.gd"
}, { }, {
"base": "Node", "base": "Resource",
"class": "State", "class": "State",
"language": "GDScript", "language": "GDScript",
"path": "res://lib/classes/state.gd" "path": "res://lib/classes/state.gd"

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@ -1,21 +1,11 @@
[gd_scene load_steps=126 format=2] [gd_scene load_steps=116 format=2]
[ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1] [ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
[ext_resource path="res://src/actors/players/playerD/movement_component.gd" type="Script" id=2] [ext_resource path="res://src/actors/players/playerD/movement_component.gd" type="Script" id=2]
[ext_resource path="res://src/actors/players/playerD/Player.gd" type="Script" id=3] [ext_resource path="res://src/actors/players/playerD/Player.gd" type="Script" id=3]
[ext_resource path="res://src/actors/players/playerD/states/idle.gd" type="Script" id=4]
[ext_resource path="res://src/actors/players/playerD/states/move.gd" type="Script" id=5]
[ext_resource path="res://src/actors/players/playerD/states/fall.gd" type="Script" id=6]
[ext_resource path="res://lib/components/Health_Component.tscn" type="PackedScene" id=7] [ext_resource path="res://lib/components/Health_Component.tscn" type="PackedScene" id=7]
[ext_resource path="res://src/actors/players/playerD/states/jump.gd" type="Script" id=8]
[ext_resource path="res://lib/components/Modifier_Receiver.tscn" type="PackedScene" id=9] [ext_resource path="res://lib/components/Modifier_Receiver.tscn" type="PackedScene" id=9]
[ext_resource path="res://src/actors/players/playerD/states/attack.gd" type="Script" id=10]
[ext_resource path="res://src/actors/players/playerD/states/dash.gd" type="Script" id=11]
[ext_resource path="res://src/actors/players/playerD/states/hurt.gd" type="Script" id=12]
[ext_resource path="res://src/actors/players/playerD/states/roll.gd" type="Script" id=14]
[ext_resource path="res://src/actors/players/playerD/states/die.gd" type="Script" id=15]
[ext_resource path="res://lib/templates/Interactable/Interactable_Receiver.gd" type="Script" id=16] [ext_resource path="res://lib/templates/Interactable/Interactable_Receiver.gd" type="Script" id=16]
[ext_resource path="res://src/actors/players/playerD/states/climb.gd" type="Script" id=17]
[sub_resource type="RectangleShape2D" id=197] [sub_resource type="RectangleShape2D" id=197]
extents = Vector2( 13, 18.5 ) extents = Vector2( 13, 18.5 )
@ -557,7 +547,6 @@ shape = SubResource( 197 )
position = Vector2( -1, -51 ) position = Vector2( -1, -51 )
frames = SubResource( 196 ) frames = SubResource( 196 )
animation = "idle_shoot" animation = "idle_shoot"
flip_h = false
__meta__ = { __meta__ = {
"_aseprite_wizard_config_": { "_aseprite_wizard_config_": {
"layer": "", "layer": "",
@ -576,89 +565,6 @@ script = ExtResource( 2 )
player_number = 1 player_number = 1
interactable_node = NodePath("../Interactable_Receiver") interactable_node = NodePath("../Interactable_Receiver")
[node name="idle" parent="movement_state_machine" index="0"]
script = ExtResource( 4 )
debug_state = true
move_speed = 0.0
animation_sequence = [ "idle" ]
jump_node = NodePath("../jump")
attack_node = NodePath("../attack")
dash_node = NodePath("../dash")
roll_node = NodePath("../roll")
climb_node = NodePath("../climb")
[node name="fall" parent="movement_state_machine" index="1"]
script = ExtResource( 6 )
move_speed = 90.0
animation_sequence = [ "jump" ]
landing_node = NodePath("")
[node name="move" parent="movement_state_machine" index="2"]
script = ExtResource( 5 )
move_speed = 90.0
animation_sequence = [ "step", "run" ]
jump_node = NodePath("../jump")
attack_node = NodePath("../attack")
[node name="jump" type="Node" parent="movement_state_machine" index="3"]
script = ExtResource( 8 )
move_speed = 90.0
move_modifier_move_acceleration = -100.0
animation_sequence = [ "jump" ]
idle_node = NodePath("../idle")
fall_node = NodePath("../fall")
attack_node = NodePath("../attack")
jump_force = 250.0
[node name="attack" type="Node" parent="movement_state_machine" index="4"]
script = ExtResource( 10 )
timeout_seconds = 1.5
move_speed = 90.0
animation_sequence = [ "shoot" ]
jump_node = NodePath("../jump")
idle_node = NodePath("../idle")
fall_node = NodePath("../fall")
move_node = NodePath("../move")
[node name="hurt" type="Node" parent="movement_state_machine" index="5"]
script = ExtResource( 12 )
timeout_seconds = 2.0
move_speed = -10.0
animation_sequence = [ "hurt" ]
idle_node = NodePath("../idle")
[node name="dash" type="Node" parent="movement_state_machine" index="6"]
script = ExtResource( 11 )
move_speed = 90.0
move_speed_modifier = 90.0
move_modifier_move_acceleration = -100.0
jerk_factor = -20.0
animation_sequence = [ "dash" ]
fall_node = NodePath("../fall")
idle_node = NodePath("../idle")
attack_node = NodePath("../attack")
jump_node = NodePath("../jump")
[node name="roll" type="Node" parent="movement_state_machine" index="7"]
script = ExtResource( 14 )
move_speed = 150.0
animation_sequence = [ "roll" ]
emitter_frame_subscriptions = {
2: "roll"
}
fall_node = NodePath("../fall")
idle_node = NodePath("../idle")
[node name="die" type="Node" parent="movement_state_machine" index="8"]
script = ExtResource( 15 )
animation_sequence = [ "die" ]
[node name="climb" type="Node" parent="movement_state_machine" index="9"]
script = ExtResource( 17 )
debug_state = true
animation_sequence = [ "climb_step", "climb", "climb_upstep" ]
idle_node = NodePath("../idle")
[node name="Hurtbox_Component" parent="." index="4"] [node name="Hurtbox_Component" parent="." index="4"]
collision_layer = 16 collision_layer = 16
collision_mask = 128 collision_mask = 128
@ -688,8 +594,4 @@ collision_mask = 1024
collide_with_areas = true collide_with_areas = true
collide_with_bodies = false collide_with_bodies = false
[connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"]
[connection signal="frame_reached" from="movement_state_machine/roll" to="." method="_on_roll_frame_reached"]
[connection signal="state_exited" from="movement_state_machine/roll" to="." method="_on_roll_state_exited"]
[connection signal="state_entered" from="movement_state_machine/die" to="." method="_on_die_state_entered"]
[connection signal="health_depleted" from="Health_Component" to="." method="_on_Health_Component_health_depleted"] [connection signal="health_depleted" from="Health_Component" to="." method="_on_Health_Component_health_depleted"]