Work on detecting animation switches within state.

This commit is contained in:
Dustin 2025-03-15 17:37:23 -07:00
parent d1db41c89a
commit 367886b728
5 changed files with 44 additions and 457 deletions

View File

@ -98,6 +98,6 @@ animations = [ {
}, { }, {
"frames": [ SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 17 ), SubResource( 18 ), SubResource( 14 ), SubResource( 19 ), SubResource( 19 ), SubResource( 19 ) ], "frames": [ SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 17 ), SubResource( 18 ), SubResource( 14 ), SubResource( 19 ), SubResource( 19 ), SubResource( 19 ) ],
"loop": true, "loop": true,
"name": "default", "name": "idle",
"speed": 11.0 "speed": 11.0
} ] } ]

View File

@ -28,10 +28,13 @@ var previous_state_frame_number : int
var previous_state_name: String var previous_state_name: String
var previous_speed_multiplier: float var previous_speed_multiplier: float
var show_frame:bool = false
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state') request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change") get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
self.connect("animation_finished",self,"_on_animation_finished")
# Sprites should only have a process function # Sprites should only have a process function
# but if I have this will the sprite still animate? # but if I have this will the sprite still animate?
@ -40,6 +43,32 @@ func _process(delta):
if current_state.state_timeout.time_left == 0: if current_state.state_timeout.time_left == 0:
print("You're out of time! I saw it!") print("You're out of time! I saw it!")
request_state_change.call_func('idle') request_state_change.call_func('idle')
#play()
process_animations()
# Need to detect when animation is finished.
# This spit out to the console too many times.
# if (frame + 1) == frames.get_frame_count(animation):
# print("done.")
# asynchronous animation completed check.
# if show_frame:
# print(frame, "-done.")
# show_frame = false
# Turns out frame 0 is when animation get signaled.
#Disabling for now:
# if frames.get_animation_loop(animation) == false:
# #print("Stop!!!!!", current_state.animation_sequence.size(), " - ", current_state.animation_index)
# if current_state.animation_sequence.size() > 0:
# #print("<-- next anim.")
# current_state.animation_index += 1
# if current_state.animation_index >= current_state.animation_sequence.size():
# #print("Stop!!!!!")
# current_state.animation_finished = true
func _on_animation_finished():
print(frame, "- Frame done (self signaled)")
show_frame = true
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta): #func _process(delta):
@ -82,7 +111,7 @@ func update_animation(enter_frame := 0, index := 0, suffix := ''):
enter_frame = modifier.starting_frame enter_frame = modifier.starting_frame
modifier.TYPE.ANIMATION_SUFFIX: modifier.TYPE.ANIMATION_SUFFIX:
if self.animations.frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name): if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
animation_suffix = modifier.animation_name animation_suffix = modifier.animation_name
else: else:
print("Warning!: Modifier attempting to apply suffix that doesn't exist ", print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
@ -103,12 +132,12 @@ func update_animation(enter_frame := 0, index := 0, suffix := ''):
animation_index = 0 animation_index = 0
current_animation_sequence = animation_index current_animation_sequence = animation_index
if self.frames.has_animation(mod_animation_sequence[animation_index] + animation_suffix) == false: if frames.has_animation(mod_animation_sequence[animation_index] + animation_suffix) == false:
if current_state.debug_state: if current_state.debug_state:
print("Warning!: Animation doesn't exist! ") print("Warning!: Animation doesn't exist! ")
if enter_frame != 0: if enter_frame != 0:
if self.animations.frames.get_frame_count(self.animations.animation) != self.animations.frames.get_frame_count(mod_animation_sequence[animation_index] + animation_suffix): if frames.get_frame_count(animation) != frames.get_frame_count(mod_animation_sequence[animation_index] + animation_suffix):
if current_state.debug_state: if current_state.debug_state:
print("Warning!: attempting to set a mismatched frame ") print("Warning!: attempting to set a mismatched frame ")
enter_frame = 0 enter_frame = 0
@ -116,9 +145,9 @@ func update_animation(enter_frame := 0, index := 0, suffix := ''):
if mod_animation_sequence.size() > 0: if mod_animation_sequence.size() > 0:
if current_state.debug_state: if current_state.debug_state:
print("Starting Animation: " , mod_animation_sequence[animation_index] + animation_suffix) print("Starting Animation: " , mod_animation_sequence[animation_index] + animation_suffix)
self.animations.play(mod_animation_sequence[animation_index] + animation_suffix) play(mod_animation_sequence[animation_index] + animation_suffix)
#TODO: maybe check current animatio has this frame #TODO: maybe check current animatio has this frame
self.animations.frame = enter_frame frame = enter_frame
else: else:
print("Error! Resolved to empty animation sequence!?") print("Error! Resolved to empty animation sequence!?")
return return
@ -134,7 +163,7 @@ func process_animations():
modifier.TYPE.ANIMATION_SUFFIX: modifier.TYPE.ANIMATION_SUFFIX:
# Attempt to seemlessly transition animations. # Attempt to seemlessly transition animations.
modifier = null modifier = null
update_animation(self.animations.frame,animation_index) update_animation(frame,animation_index)
modifier.TYPE.REPLACE_ANIMATION: modifier.TYPE.REPLACE_ANIMATION:
if current_state.debug_state: if current_state.debug_state:
@ -149,20 +178,20 @@ func process_animations():
# We have no more sequence animations and the current one doesn't loop # We have no more sequence animations and the current one doesn't loop
# we do this to prevent the default idle animation from playing. # we do this to prevent the default idle animation from playing.
##TODO: between this and the signal based iterator I get some really strange behavior ##TODO: between this and the signal based iterator I get some really strange behavior
if animation_index >= mod_animation_sequence.size() and self.animations.frames.get_animation_loop( if animation_index >= mod_animation_sequence.size() and frames.get_animation_loop(
self.animations.animation) == false: animation) == false:
#print(animations.animation, " Animation Stopped") #print(animations.animation, " Animation Stopped")
self.animations.stop() stop()
#animation_finished = true #animation_finished = true
elif mod_animation_sequence.size() > animation_index and current_animation_sequence != animation_index: elif mod_animation_sequence.size() > animation_index and current_animation_sequence != animation_index:
#TODO: why was I doing this #TODO: why was I doing this
# if animation_index >= mod_animation_sequence.size(): # if animation_index >= mod_animation_sequence.size():
# animation_index = 0 # animation_index = 0
##TODO: Add a safety check here. ##TODO: Add a safety check here.
self.animations.play(mod_animation_sequence[animation_index] + animation_suffix) play(mod_animation_sequence[animation_index] + animation_suffix)
if current_state.debug_state: if current_state.debug_state:
print("An animation sequence: ", mod_animation_sequence[animation_index - 1], " -> ", print("An animation sequence: ", mod_animation_sequence[animation_index - 1], " -> ",
self.animations.animation , " (", animation_index, ")") animation , " (", animation_index, ")")
current_animation_sequence = animation_index current_animation_sequence = animation_index
##TODO: Could probably add some more checks here. ##TODO: Could probably add some more checks here.
@ -196,6 +225,7 @@ func _on_state_change(old_state_name:String, new_state :State):
###### State machine ###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state current_state = new_state
update_animation()
print("It's an animated Actor state!") print("It's an animated Actor state!")
else: else:
push_warning("Received non animated Actor state.") push_warning("Received non animated Actor state.")

View File

@ -1,438 +0,0 @@
class_name dmod
extends State
## Animation and movement state class
##
## A state intended to control the movement and animation
## functions of a KinimaticBody2D node. Initialized with a
## player, movement node, and kinematicbody2d
## I think if we also had modifier states that transfered along with the enter and entrance of nodes, that would be helpful.
##
## @WIP
# export (NodePath) var jump_node
# onready var jump_state: State = get_node(jump_node)
## Deprecated
# export var animation_name: String
# Movement Speed in Pixels Per Second
export var move_speed: float = 60
export var move_acceleration: float = 0
export var move_speed_modifier: float = 0
export var move_modifier_move_acceleration: float = 0
export var jerk_factor: float = 0
#var adjusted_move_speed: float
var jerk: float
var physics_modifier :StateModifier
##TODO: Deprecate this useless fool!
var speed_multiplier: float = 1.0
export(Array, String) var animation_sequence
signal frame_reached(state_name, animation_name, frame_number)
export(Dictionary) var emitter_frame_subscriptions
var frame_signal_emitted: bool = false
var animation_finished: bool = false
# this just wouldn't work well. Maybe I can try a resource
# export(Array, NodePath) var transition_state_nodes
#TODO: I think these two variables accidentally serve the same purpose
# I think one was intended to be a string of the current animation name.
var animation_index: int = 0
var current_animation_sequence: int = 0
var animation_suffix: String = '';
var mod_animation_sequence = [PoolStringArray()]
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
var animations: AnimatedSprite
var move_component: MovementComponent
var parent: KinematicBody2D
#animation_name :String, frame_number : int, animation_sequence :Array
var previous_animation_name : String
var previous_state_frame_number : int
var previous_state_name: String
var previous_speed_multiplier: float
var modifier: StateModifier
# If called, this will attempt to make the most appropriate animation change
# would likely be triggered from an animation sequence finishing or a
# modifier being applied/removed outside of enter/exit transitions.
func update_animation(enter_frame := 0, index := 0, suffix := ''):
## TODO:
# Need to find a way to attempt to keep and transfer the Index or frame
#
# if clear_modifier:
# print("Goodbye Modifiers!")
# modifier = null
# if modifier:
# if modifier.state_timeout and modifier.timeout_seconds == 0:
# modifier = null
# By Default, we build an animation sequence off of this state's before checking
# for modifiers
mod_animation_sequence.clear()
mod_animation_sequence.append_array(animation_sequence)
# Reset animation suffix in case there isn't one
animation_suffix = suffix
animation_index = index
current_animation_sequence = animation_index
#var enter_animation = ''
#var enter_frame = 0
if modifier != null:
# if modifier.modifier_type == modifier.TYPE.EXIT_ANIMATION:
# #print("OHHH Modifier Applies! ", modifier.animation_name)
# mod_animation_sequence.push_front(modifier.animation_name)
# enter_frame = modifier.starting_frame
match modifier.modifier_type:
modifier.TYPE.EXIT_ANIMATION:
mod_animation_sequence.push_front(modifier.animation_name)
enter_frame = modifier.starting_frame
modifier.TYPE.ANIMATION_SUFFIX:
if animations.frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
animation_suffix = modifier.animation_name
else:
print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
mod_animation_sequence[animation_index] + modifier.animation_name)
modifier.TYPE.REPLACE_ANIMATION:
#animations.play(modifier_stack_ref[i].animation_name)
#animations.frame = modifier_stack_ref[i].starting_frame
mod_animation_sequence.clear()
mod_animation_sequence.push_back(modifier.animation_name)
enter_frame = modifier.starting_frame
# Some safety checks with supplied update parameters
if animation_index != 0:
if mod_animation_sequence.size() < animation_index + 1:
if debug_state:
print("Warning!: attempting to set to non-existant index ")
animation_index = 0
current_animation_sequence = animation_index
if animations.frames.has_animation(mod_animation_sequence[animation_index] + animation_suffix) == false:
if debug_state:
print("Warning!: Animation doesn't exist! ")
if enter_frame != 0:
if animations.frames.get_frame_count(animations.animation) != animations.frames.get_frame_count(mod_animation_sequence[animation_index] + animation_suffix):
if debug_state:
print("Warning!: attempting to set a mismatched frame ")
enter_frame = 0
if mod_animation_sequence.size() > 0:
if debug_state:
print("Starting Animation: " , mod_animation_sequence[animation_index] + animation_suffix)
animations.play(mod_animation_sequence[animation_index] + animation_suffix)
#TODO: maybe check current animatio has this frame
animations.frame = enter_frame
else:
print("Error! Resolved to empty animation sequence!?")
return
func enter() -> void:
if debug_state:
print(parent.name, " entering State: ", self.name)
move_component.current_movement_state = self.name
emit_signal("state_entered")
#modifier_stack_ref = state_modifiers
update_animation()
# Reset movespeed counters
#move_component.momentum.x = move_speed_modifier
jerk = 0
return
func exit() -> void:
emit_signal("state_exited")
# animations.disconnect("animation_finished", self, "_on_AnimatedSprite_animation_finished")
#modifier = null
return
func transfer_modifiers(exiting_state_modifier : StateModifier):
if modifier == null: # We have no existing modifier applied.
match exiting_state_modifier.modifier_type:
exiting_state_modifier.TYPE.ANIMATION_SUFFIX:
if debug_state:
print("Transferring Animation Suffix")
modifier = exiting_state_modifier
exiting_state_modifier.TYPE.EXIT_ANIMATION:
if debug_state:
print("Exit Animation: well this was useless.")
else:
print("Insert modifier merge function here...")
func process_input(_event: InputEvent) -> String:
return ''
func process_animations():
if modifier != null:
if modifier.state_timeout and modifier.state_timeout.time_left == 0:
print("Expired Modifier, updating animation.")
#modifier = null
match modifier.modifier_type:
modifier.TYPE.ANIMATION_SUFFIX:
# Attempt to seemlessly transition animations.
modifier = null
update_animation(animations.frame,animation_index)
modifier.TYPE.REPLACE_ANIMATION:
if debug_state:
print("I don't have anything for replacements yet.")
modifier = null
update_animation()
_:
modifier = null
return
# We have no more sequence animations and the current one doesn't loop
# we do this to prevent the default idle animation from playing.
##TODO: between this and the signal based iterator I get some really strange behavior
if animation_index >= mod_animation_sequence.size() and animations.frames.get_animation_loop(
animations.animation) == false:
#print(animations.animation, " Animation Stopped")
animations.stop()
#animation_finished = true
elif mod_animation_sequence.size() > animation_index and current_animation_sequence != animation_index:
#TODO: why was I doing this
# if animation_index >= mod_animation_sequence.size():
# animation_index = 0
##TODO: Add a safety check here.
animations.play(mod_animation_sequence[animation_index] + animation_suffix)
if debug_state:
print("An animation sequence: ", mod_animation_sequence[animation_index - 1], " -> ",
animations.animation , " (", animation_index, ")")
current_animation_sequence = animation_index
##TODO: Could probably add some more checks here.
# Singal based frame call.
if emitter_frame_subscriptions.has(animations.frame):
if emitter_frame_subscriptions[animations.frame] == animations.animation:
if frame_signal_emitted == false:
emit_signal("frame_reached", self.name, animations.animation, animations.frame)
# Try to only so this once.
frame_signal_emitted = true
else:
frame_signal_emitted = false
func process_frame(_delta: float) -> String:
return ''
func process_physics(_delta: float) -> String:
move_actor_as_desired(_delta)
return ''
#func _on_AnimatedSprite_animation_finished():
# if animations.frames.get_animation_loop(animations.animation) == false:
# animation_index += 1
func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
var _move_speed = move_speed
var _move_speed_modifier = move_speed_modifier
var _move_modifier_move_acceleration = move_modifier_move_acceleration
var _move_acceleration = move_acceleration
var _jerk_factor = jerk_factor
var _gravity = gravity
if physics_modifier:
#physics_modifier.modifier_properties.jerk_factor
#print(physics_modifier.name)
#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
var mod_props :ModifierProperties = physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
_move_speed = mod_props.move_speed
_move_speed_modifier += mod_props.move_speed_modifier
_move_acceleration += mod_props.move_acceleration
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
var help_me_not_be_dumb = ''
# Allow us to bump out of halt.
if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
_move_speed = abs(move_component.desired_movement_vector.x)
# Determine or physics movement direction
var current_x_velocity = move_component.velocity.x #move_component.velocity.x
var move_direction = 0.0
# Determine movement direction if we have momentum
if move_component.momentum.x != 0:
if x_move_direction_override == 0:
move_direction = sign(current_x_velocity)
# if move_component.desired_movement_vector.x != 0:
# # set the move direction to the desired direction
# move_direction = move_component.desired_movement_vector.x
# else:
# # Set move direction to the transform direction
# move_direction = parent.transform.x.x
else:
move_direction = x_move_direction_override
else: # No current momentum in place
if x_move_direction_override == 0:
move_direction = move_component.desired_movement_vector.x
else:
move_direction = x_move_direction_override
## TODO: I hate that I have to do this check again.
if physics_modifier:
var mod_props :ModifierProperties = physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# Since move_direction is always positive
if sign(move_direction) == sign(mod_props.move_speed):
_move_speed += mod_props.move_speed
else:
_move_speed -= mod_props.move_speed
if sign(move_direction) == 0:
move_direction = sign(mod_props.move_speed) * -1
#print("doing this? ")
# Determine the maximum move speed
var MAX_SPEED :float = 0
var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
help_me_not_be_dumb += '-SpeedMod'
# Move speed cannot go below zero with modifier applied
MIN_SPEED = _move_speed + _move_speed_modifier
# Poor man's clamp
if MIN_SPEED < 0:
MIN_SPEED = 0
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
help_me_not_be_dumb += '+SpeedMod'
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
help_me_not_be_dumb += '_Speed' # Neutral Speed
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed
# get the latest aggregate acceleration
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
if abs(move_component.acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
if move_direction:
print("Acceleration changed.", abs(move_component.acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# If we're no longer tryingg to move int the direction of our movement and momentum.
if sign(current_x_velocity) != sign(move_component.desired_movement_vector.x) and move_component.momentum.x != 0:
if sign(_move_speed_modifier) == -1 : # decreased speed modifier
# Maybe we can compare the direction of the acceleration
# The direction of the acceleration should usually be positive at this point.
# when the modifier is negative.
if sign(move_direction) == sign(current_x_velocity):
if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
print("Whoh Woah")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
if (sign(move_component.desired_movement_vector.x) == -1 and
sign(current_x_velocity) == 1) or (sign(move_component.desired_movement_vector.x) == -1 and
sign(current_x_velocity) == -1):
print("be more opposite")
# if sign(_move_speed_modifier) == 1: # increased speed modifier
# print("faster faster.")
elif sign(move_component.desired_movement_vector.x) == sign(current_x_velocity) and move_component.momentum.x != 0:
if sign(move_component.acceleration.x) != sign(move_component.momentum.x) and x_move_direction_override == 0:
print("Step it up!")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
# Apply momentum and acceleration if a modifer exists
if move_component.momentum.x <= 0 and _move_speed_modifier !=0:
#if we're trying to move but we have no momentum applied currently
#if move_component.desired_movement_vector.x != 0:
if move_direction:
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
##TODO: I don't know where I should actually set the momentum. :
if sign(_move_speed_modifier) == -1: # decreased speed modifier
move_component.momentum.x = 0
elif sign(_move_speed_modifier) == +1: # increased speed modifier
##TODO: in most cases this should only be applied once. need to find a way to warn against this.
move_component.momentum.x = abs(move_speed_modifier)
print("momentum applied!")
# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
if move_component.momentum.x > 0 and _move_speed_modifier == 0:
if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
print("Whoh Woah your done.")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
# We're going to adjust our move speed only to the modifier
move_component.momentum.x += move_component.acceleration.x * delta
jerk += _jerk_factor * delta
var new_move_speed :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
# MIN_SPEED = _move_speed + _move_speed_modifier
# MAX_SPEED = _move_speed
move_component.momentum.x = clamp(move_component.momentum.x, 0, abs(_move_speed_modifier))
# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
elif sign(_move_speed_modifier) == +1: # increased speed modifier
# MIN_SPEED = _move_speed
# MAX_SPEED = _move_speed + _move_speed_modifier
move_component.momentum.x = clamp(move_component.momentum.x, 0, _move_speed_modifier )
new_move_speed = _move_speed + move_component.momentum.x # + jerk
else: # physics won't apply here
# move_component.acceleration.x = 0
# move_component.momentum.x = 0
# new_move_speed = _move_speed
move_component.momentum.x = clamp(move_component.momentum.x, 0, MIN_SPEED )
new_move_speed = _move_speed + move_component.momentum.x # + jerk
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
# if move_component.momentum.x != 0:
if true:
UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) +
")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(move_component.momentum.x)) +
",A" + str(round(move_component.acceleration.x)) +
"\nVel:" + str(round(move_component.velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
) # str(round(jerk))
move_component.sim_velocity.x = move_direction * sim_move_speed
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed)
move_component.velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier)
# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
move_component.velocity.x = move_direction * new_move_speed
#move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
var snap = Vector2.DOWN * 8
if move_component.velocity.y < -8:
snap = Vector2.ZERO
move_component.velocity = parent.move_and_slide_with_snap(move_component.velocity, snap , Vector2.UP, true)

View File

@ -27,6 +27,7 @@ script = ExtResource( 8 )
[node name="AnimatedSprite_StateReceiver" type="AnimatedSprite" parent="."] [node name="AnimatedSprite_StateReceiver" type="AnimatedSprite" parent="."]
frames = ExtResource( 3 ) frames = ExtResource( 3 )
animation = "idle"
script = ExtResource( 1 ) script = ExtResource( 1 )
__meta__ = { __meta__ = {
"_aseprite_wizard_config_": { "_aseprite_wizard_config_": {

View File

@ -83,11 +83,6 @@ _global_script_classes=[ {
"class": "StateModifier", "class": "StateModifier",
"language": "GDScript", "language": "GDScript",
"path": "res://lib/classes/state_modifier.gd" "path": "res://lib/classes/state_modifier.gd"
}, {
"base": "State",
"class": "dmod",
"language": "GDScript",
"path": "res://lib/classes/state_animated_actor_txt.gd"
} ] } ]
_global_script_class_icons={ _global_script_class_icons={
"Actor": "", "Actor": "",
@ -104,8 +99,7 @@ _global_script_class_icons={
"StateAnimatedActor": "", "StateAnimatedActor": "",
"StateMachine": "", "StateMachine": "",
"StateMachineAnimatedActor": "", "StateMachineAnimatedActor": "",
"StateModifier": "", "StateModifier": ""
"dmod": ""
} }
[application] [application]