Working resource based state machine. All existing states are broken.
This commit is contained in:
parent
8fa6a6f370
commit
03e740c7d1
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@ -1,14 +1,14 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://src/actors/players/playerD/Player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 208, 20 )
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[node name="Main" type="Node2D"]
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[node name="Player" parent="." instance=ExtResource( 1 )]
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position = Vector2( 147, 101 )
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[node name="ActorTemplate" parent="." instance=ExtResource( 1 )]
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position = Vector2( 152, 64 )
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[node name="ColorRect" type="ColorRect" parent="."]
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margin_top = 160.0
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BIN
assets/actors/players/playerE/Player Idle 48x48.png
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BIN
assets/actors/players/playerE/Player Idle 48x48.png
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Binary file not shown.
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After Width: | Height: | Size: 1.7 KiB |
35
assets/actors/players/playerE/Player Idle 48x48.png.import
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35
assets/actors/players/playerE/Player Idle 48x48.png.import
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/Player Idle 48x48.png-eec2a2bcc99a731fac49b2105239676a.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/actors/players/playerE/Player Idle 48x48.png"
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dest_files=[ "res://.import/Player Idle 48x48.png-eec2a2bcc99a731fac49b2105239676a.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -75,10 +75,11 @@ func play_sound_frame(animation: String, frame: int ):
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func attack():
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#print(self.name, ": It's not inheritence, it's funcrefs")
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if movement_state_machine.current_state.name != 'attack':
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if($movement_state_machine/attack):
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movement_state_machine.change_state($movement_state_machine/attack)
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if ($Hitbox_Component/CollisionShape2D):
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#print(self.name, ": Found a hitbox")
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var hit_box = $Hitbox_Component
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hit_box.set_hitbox(true)
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# if movement_state_machine.current_state.name != 'attack':
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# if($movement_state_machine/attack):
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# movement_state_machine.change_state($movement_state_machine/attack)
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# if ($Hitbox_Component/CollisionShape2D):
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# #print(self.name, ": Found a hitbox")
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# var hit_box = $Hitbox_Component
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# hit_box.set_hitbox(true)
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pass
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@ -1,5 +1,5 @@
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class_name State
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extends Node
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extends Resource
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export var debug_state: bool = false
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export var timeout_seconds: float = 0.0
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@ -8,27 +8,46 @@ signal state_entered()
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signal state_exited()
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# Declare member variables here. Examples:
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#var modifier_stack_ref: Array # Well this didn't work
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var state_timeout: Timer
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var state_ready: bool = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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var name: String
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# Called when the node enters the scene tree for the first time.
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# Resources don't have _ready callbacks I think
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# You'd have to use the constructor callback _init
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#func _ready():
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# pass # Replace with function body.
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#func _init():
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# print ("Am I really a parent's constructor?")
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func _init():
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##TODO: this bit me in the butt. Should add a safety or something.
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# Only add timout node if timer value was specified.
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if(timeout_seconds > 0.0):
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout_seconds
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state_timeout.one_shot = true
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state_timeout.autostart = false
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#add_child(state_timeout)
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#get_tree().get_root().add_child(state_timeout)
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#TODO: Need to figure out how to add this to tree
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print ("State init called for no reason?")
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#modifier = StateModifier.new()
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func process_input(_event: InputEvent) -> State:
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return null
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func process_input(_event: InputEvent) -> String:
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return ''
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func process_frame(_delta: float) -> State:
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return null
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func process_frame(_delta: float) -> String:
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return ''
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func process_physics(_delta: float) -> State:
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return null
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func process_physics(_delta: float) -> String:
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return ''
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@ -65,21 +65,6 @@ var previous_speed_multiplier: float
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var modifier: StateModifier
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#var animation_sequence_timer: Timer
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func _ready():
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##TODO: this bit me in the butt. Should add a safety or something.
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# Only add timout node if timer value was specified.
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if(timeout_seconds > 0.0):
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout_seconds
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state_timeout.one_shot = true
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state_timeout.autostart = false
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add_child(state_timeout)
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#modifier = StateModifier.new()
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# If called, this will attempt to make the most appropriate animation change
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# would likely be triggered from an animation sequence finishing or a
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@ -192,8 +177,8 @@ func transfer_modifiers(exiting_state_modifier : StateModifier):
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else:
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print("Insert modifier merge function here...")
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func process_input(_event: InputEvent) -> State:
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return null
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func process_input(_event: InputEvent) -> String:
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return ''
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func process_animations():
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@ -249,12 +234,12 @@ func process_animations():
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else:
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frame_signal_emitted = false
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func process_frame(_delta: float) -> State:
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return null
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func process_frame(_delta: float) -> String:
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return ''
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func process_physics(_delta: float) -> State:
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func process_physics(_delta: float) -> String:
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move_actor_as_desired(_delta)
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return null
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return ''
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#func _on_AnimatedSprite_animation_finished():
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# if animations.frames.get_animation_loop(animations.animation) == false:
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@ -1,24 +1,34 @@
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class_name StateMachine extends Node
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export (NodePath) var starting_state
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#export (NodePath) var starting_state
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export var debug_state_machine: bool = false
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# I guess I would declare a number of states here
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#export (Reference) var states # Doesn't work
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#var starting_state: State
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var current_state: State
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#var state_modifiers: Array
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export(Dictionary) var states :Dictionary
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# Initialize the state machine by giving each child state a reference to the
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# parent object it belongs to and enter the default starting_state.
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func init() -> void:
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for child in get_children():
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if child is State:
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if debug_state_machine:
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print("Initializing State Node: ", child.name)
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# child.modifier_stack_ref = state_modifiers
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if debug_state_machine:
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child.debug_state = true
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# for child in get_children():
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# if child is State:
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# if debug_state_machine:
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# print("Initializing State Node: ", child.name)
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## child.modifier_stack_ref = state_modifiers
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# if debug_state_machine:
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# child.debug_state = true
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for s in states.keys():
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var this_state = states.s
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if this_state is State:
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if debug_state_machine:
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print("Initializing State Node: ", s)
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this_state.debug_state = true
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# Initialize to the default state
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change_state(get_node(starting_state))
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# Change to the new state by first calling any exit logic on the current state.
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func change_state(new_state: State) -> void:
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@ -32,12 +42,18 @@ func change_state(new_state: State) -> void:
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# for mods in state_modifiers:
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# print(mods.name)
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func change_to_known_state(new_state_name: String) -> void:
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if new_state_name.empty() == false:
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if states.has(new_state_name):
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change_state(states[new_state_name])
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else:
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push_warning("Attempt to switch state to unknown: " + new_state_name + get_parent().name)
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change_state(states["default"])
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# Pass through functions for the Player to call,
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# handling state changes as needed.
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func process_physics(delta: float) -> void:
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var new_state = current_state.process_physics(delta)
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if new_state:
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change_state(new_state)
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change_to_known_state( current_state.process_physics(delta) )
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func process_input(event: InputEvent) -> void:
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var new_state = current_state.process_input(event)
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@ -1,7 +1,5 @@
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class_name StateMachineAnimatedActor extends StateMachine
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#var physics_modifier : StateModifier
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func change_state(new_state: State) -> void:
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if new_state.state_ready == false:
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# Don't transition to unready state
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@ -39,19 +37,43 @@ func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnim
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# parent object it belongs to and enter the default starting_state.
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func init_animated_actor(parent: KinematicBody2D, animations: AnimatedSprite, move_component: MovementComponent) -> void:
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animations.connect("animation_finished", self, "_on_AnimatedSprite_animation_finished")
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for child in get_children():
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# for child in get_children():
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# if child is StateAnimatedActor:
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# if debug_state_machine:
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# print("Initializing State Node for ", parent.name, ": ", child.name)
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# child.parent = parent
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# child.animations = animations
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# child.move_component = move_component
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## child.modifier_stack_ref = state_modifiers
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# if debug_state_machine:
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# child.debug_state = true
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#states["default"] = StateAnimatedActor.new()
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for s in states.keys():
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var child = states[s]
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if child is StateAnimatedActor:
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if debug_state_machine:
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print("Initializing State Node for ", parent.name, ": ", child.name)
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print("Initializing State Node for ", parent.name, ": ", s)
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child.debug_state = true
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child.parent = parent
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child.animations = animations
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child.move_component = move_component
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# child.modifier_stack_ref = state_modifiers
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if debug_state_machine:
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child.debug_state = true
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child.name = s
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if states.has("default"):
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print("I still haz default state")
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change_state(states.default)
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# current_state = states.default
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# if current_state is StateAnimatedActor:
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# current_state.animations = animations
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# current_state.parent = parent
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# current_state.move_component = move_component
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# current_state.enter()
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# #current_state.set_script("res://lib/templates/Actor/states/idle.gd")
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# Initialize to the default state
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change_state(get_node(starting_state))
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#change_state(get_node(starting_state))
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#change_state(states.default)
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func process_frame(delta: float) -> void:
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@ -89,9 +111,7 @@ func process_frame(delta: float) -> void:
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# state_modifiers.pop_at(i)
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if current_state is StateAnimatedActor:
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current_state.process_animations()
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var new_state = current_state.process_frame(delta)
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if new_state:
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change_state(new_state)
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change_to_known_state( current_state.process_frame(delta) )
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func _on_AnimatedSprite_animation_finished():
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@ -1,44 +1,44 @@
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[gd_scene load_steps=17 format=2]
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[gd_scene load_steps=15 format=2]
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[ext_resource path="res://lib/components/Hurtbox_Component.tscn" type="PackedScene" id=1]
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[ext_resource path="res://lib/classes/state_machine_animated_actor.gd" type="Script" id=2]
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[ext_resource path="res://lib/templates/Actor/states/fall.gd" type="Script" id=3]
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[ext_resource path="res://lib/templates/Actor/states/idle.gd" type="Script" id=4]
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[ext_resource path="res://lib/templates/Actor/states/idle.tres" type="Resource" id=4]
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[ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5]
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[ext_resource path="res://lib/templates/Actor/resources/Smiley.png" type="Texture" id=6]
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[ext_resource path="res://lib/templates/Actor/states/move.gd" type="Script" id=7]
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[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
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[sub_resource type="AtlasTexture" id=76]
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atlas = ExtResource( 6 )
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region = Rect2( 0, 0, 32, 32 )
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[sub_resource type="StreamTexture" id=83]
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load_path = "res://.import/Player Idle 48x48.png-eec2a2bcc99a731fac49b2105239676a.stex"
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[sub_resource type="AtlasTexture" id=77]
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atlas = ExtResource( 6 )
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region = Rect2( 32, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=84]
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atlas = SubResource( 83 )
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region = Rect2( 0, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=78]
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atlas = ExtResource( 6 )
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region = Rect2( 64, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=85]
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atlas = SubResource( 83 )
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region = Rect2( 48, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=79]
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atlas = ExtResource( 6 )
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region = Rect2( 0, 32, 32, 32 )
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[sub_resource type="AtlasTexture" id=86]
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atlas = SubResource( 83 )
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region = Rect2( 96, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=80]
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atlas = ExtResource( 6 )
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region = Rect2( 32, 32, 32, 32 )
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[sub_resource type="AtlasTexture" id=87]
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atlas = SubResource( 83 )
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region = Rect2( 0, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=81]
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atlas = ExtResource( 6 )
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region = Rect2( 64, 32, 32, 32 )
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[sub_resource type="AtlasTexture" id=88]
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atlas = SubResource( 83 )
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region = Rect2( 48, 48, 48, 48 )
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[sub_resource type="SpriteFrames" id=75]
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[sub_resource type="AtlasTexture" id=89]
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atlas = SubResource( 83 )
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region = Rect2( 96, 48, 48, 48 )
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[sub_resource type="SpriteFrames" id=90]
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animations = [ {
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"frames": [ SubResource( 76 ), SubResource( 77 ), SubResource( 78 ), SubResource( 79 ), SubResource( 80 ), SubResource( 81 ) ],
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"frames": [ SubResource( 84 ), SubResource( 85 ), SubResource( 86 ), SubResource( 87 ), SubResource( 87 ), SubResource( 88 ), SubResource( 84 ), SubResource( 89 ), SubResource( 89 ), SubResource( 89 ) ],
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"loop": true,
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"name": "default",
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"speed": 5.0
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"speed": 11.0
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} ]
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[sub_resource type="CircleShape2D" id=82]
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@ -48,20 +48,18 @@ collision_layer = 2
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script = ExtResource( 8 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 75 )
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frame = 3
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frames = SubResource( 90 )
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playing = true
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flip_h = true
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__meta__ = {
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"_aseprite_wizard_config_": {
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"layer": "",
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"o_ex_p": "",
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"o_folder": "res://assets",
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"o_ex_p": "BG",
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"o_folder": "res://assets/actors/players/playerE",
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"o_name": "",
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"only_visible": true,
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"op_exp": false,
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"op_exp": true,
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"slice": "",
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"source": "E:/Godot/Art/MegaMan.aseprite"
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"source": "/home/relay01/Assets/Library/Asset Packs 1-5/Asset Packs 1-4 (final)/Asset Pack-V1/Player Idle/Player Idle 48x48.aseprite"
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}
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}
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@ -70,24 +68,10 @@ script = ExtResource( 5 )
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[node name="movement_state_machine" type="Node" parent="."]
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script = ExtResource( 2 )
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starting_state = NodePath("idle")
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[node name="idle" type="Node" parent="movement_state_machine"]
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script = ExtResource( 4 )
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animation_sequence = [ "default" ]
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fall_node = NodePath("../fall")
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move_node = NodePath("../move")
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||||
|
||||
[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")
|
||||
debug_state_machine = true
|
||||
states = {
|
||||
"default": ExtResource( 4 )
|
||||
}
|
||||
|
||||
[node name="Hurtbox_Component" parent="." instance=ExtResource( 1 )]
|
||||
|
||||
|
|
|
|||
|
|
@ -1,20 +1,18 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var move_node
|
||||
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var move_state: State = get_node(move_node)
|
||||
# Do states need to have references to the states they want to transition
|
||||
# to? I suppose if on exit/entrance we needed to do something
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
#.enter()
|
||||
# parent.set_hurtbox(true)
|
||||
move_component.velocity.x = 0
|
||||
if debug_state:
|
||||
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
print ("this doesn't work does it? ")
|
||||
# if debug_state:
|
||||
# print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
|
||||
|
||||
func process_physics(delta: float) -> String:
|
||||
return ''
|
||||
# parent.velocity.y += gravity * delta
|
||||
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
# 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)
|
||||
|
||||
if move_component.velocity.x != 0.0:
|
||||
return move_state
|
||||
return 'move'
|
||||
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
return null
|
||||
return 'fall'
|
||||
return ''
|
||||
|
|
|
|||
17
lib/templates/Actor/states/idle.tres
Normal file
17
lib/templates/Actor/states/idle.tres
Normal file
|
|
@ -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 = {
|
||||
}
|
||||
|
|
@ -54,7 +54,7 @@ _global_script_classes=[ {
|
|||
"language": "GDScript",
|
||||
"path": "res://src/classes/movement_component.gd"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"base": "Resource",
|
||||
"class": "State",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/classes/state.gd"
|
||||
|
|
|
|||
|
|
@ -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://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/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://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://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://src/actors/players/playerD/states/climb.gd" type="Script" id=17]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=197]
|
||||
extents = Vector2( 13, 18.5 )
|
||||
|
|
@ -557,7 +547,6 @@ shape = SubResource( 197 )
|
|||
position = Vector2( -1, -51 )
|
||||
frames = SubResource( 196 )
|
||||
animation = "idle_shoot"
|
||||
flip_h = false
|
||||
__meta__ = {
|
||||
"_aseprite_wizard_config_": {
|
||||
"layer": "",
|
||||
|
|
@ -576,89 +565,6 @@ script = ExtResource( 2 )
|
|||
player_number = 1
|
||||
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"]
|
||||
collision_layer = 16
|
||||
collision_mask = 128
|
||||
|
|
@ -688,8 +594,4 @@ collision_mask = 1024
|
|||
collide_with_areas = true
|
||||
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"]
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user