Almost made fall happen.
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@ -4,6 +4,9 @@ func _ready():
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# Lets see if this nutty thing works
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# Lets see if this nutty thing works
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var state_ref :State = get_node(callable_state_machine).get_state_reference('idle')
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var state_ref :State = get_node(callable_state_machine).get_state_reference('idle')
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state_ref.connect("state_entered", self, "_on_state_entered_idle")
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state_ref.connect("state_entered", self, "_on_state_entered_idle")
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state_ref = get_node(callable_state_machine).get_state_reference('fall')
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state_ref.connect("state_entered", self, "_on_state_entered_fall")
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# It works but node order really mattered.
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# It works but node order really mattered.
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# State machine needed to be processed first probably for ready function.
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# State machine needed to be processed first probably for ready function.
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# good to know!
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# good to know!
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@ -12,5 +15,13 @@ func _ready():
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#func _state_process_idle():
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#func _state_process_idle():
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# print("I got called!")
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# print("I got called!")
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#func _state_process_fall():
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# print("I got called!")
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func _on_state_entered_idle():
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func _on_state_entered_idle():
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print("Anim Knows Idle State Entered!")
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print("Anim Knows Idle State Entered!")
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func _on_state_entered_fall():
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print("Anim Knows Fall State Entered!")
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frame = 2
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stop()
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@ -8,15 +8,21 @@ func _ready():
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# State machine needed to be processed first probably for ready function.
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# State machine needed to be processed first probably for ready function.
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# good to know!
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# good to know!
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var fire_a_note:bool = false
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# I don't need this right now but I proved it can be done!
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func _state_process_physics_idle():
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func _state_process_physics_idle():
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if fire_a_note == true:
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if !parent.is_on_floor():
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print("I got called! (MC)")
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#return fall_state
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fire_a_note = false
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request_state_change.call_func('fall')
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func _on_state_entered_idle():
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func _state_process_physics_fall():
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print("Movement State Idle State Entered!")
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if get_movement_direction() != 0.0:
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fire_a_note = true
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parent.transform.x.x = get_movement_direction()
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if parent.is_on_floor():
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#modifier.reference()
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#idle_state.modifier = landing_modifier
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request_state_change.call_func('idle')
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#func _on_state_entered_idle():
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# print("Movement State Idle State Entered!")
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@ -1,4 +1,4 @@
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[gd_scene load_steps=8 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://lib/templates/Actor/ActorTemplate.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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[ext_resource path="res://assets/actors/players/playerE/PlayerE_SpriteFrames.tres" type="SpriteFrames" id=2]
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[ext_resource path="res://assets/actors/players/playerE/PlayerE_SpriteFrames.tres" type="SpriteFrames" id=2]
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@ -6,6 +6,38 @@
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[ext_resource path="res://src/actors/players/playerE/states/idle.tres" type="Resource" id=4]
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[ext_resource path="res://src/actors/players/playerE/states/idle.tres" type="Resource" id=4]
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[ext_resource path="res://src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd" type="Script" id=5]
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[ext_resource path="res://src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd" type="Script" id=5]
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[ext_resource path="res://src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd" type="Script" id=6]
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[ext_resource path="res://src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd" type="Script" id=6]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=7]
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[sub_resource type="Resource" id=2]
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resource_local_to_scene = true
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resource_name = "fall"
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script = ExtResource( 7 )
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debug_state = false
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timeout_seconds = 0.0
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name = "fall"
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move_speed = 90.0
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move_acceleration = 0.0
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move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "jump" ]
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emitter_frame_subscriptions = {
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}
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[sub_resource type="Resource" id=3]
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resource_name = "move"
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script = ExtResource( 7 )
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debug_state = false
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timeout_seconds = 0.0
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name = "move"
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move_speed = 90.0
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move_acceleration = 0.0
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move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "run" ]
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emitter_frame_subscriptions = {
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}
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 7, 14 )
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extents = Vector2( 7, 14 )
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@ -16,7 +48,7 @@ actor_type = "Player"
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[node name="Movement_StateMachine" parent="." index="0"]
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[node name="Movement_StateMachine" parent="." index="0"]
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starting_state_name = "idle"
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starting_state_name = "idle"
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states = [ ExtResource( 4 ) ]
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states = [ ExtResource( 4 ), SubResource( 2 ), SubResource( 3 ) ]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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frames = ExtResource( 2 )
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@ -3,12 +3,13 @@
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=1]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=1]
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[resource]
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[resource]
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resource_local_to_scene = true
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resource_name = "idle"
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resource_name = "idle"
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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debug_state = false
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debug_state = false
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timeout_seconds = 2.0
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timeout_seconds = 0.0
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name = "idle"
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name = "idle"
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move_speed = 60.0
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move_speed = 1.36422e-12
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move_acceleration = 0.0
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move_acceleration = 0.0
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move_speed_modifier = 0.0
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move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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move_modifier_move_acceleration = 0.0
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