Fixes on Receiver. Add landing frames.
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@ -121,7 +121,7 @@ animations = [ {
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"frames": [ SubResource( 13 ), SubResource( 14 ), SubResource( 14 ), SubResource( 15 ), SubResource( 15 ), SubResource( 16 ), SubResource( 16 ), SubResource( 17 ), SubResource( 17 ) ],
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"loop": false,
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"name": "land",
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"speed": 13.0
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"speed": 16.0
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}, {
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"frames": [ SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 25 ), SubResource( 26 ) ],
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"loop": true,
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@ -54,10 +54,10 @@ func _process(delta):
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# Not sure what should be called first here.
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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process_animations()
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#TODO: Not sure I want to do modifiers this way anymore
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#process_state_modifier()
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func _on_animation_finished():
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#Disabling for now:
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if frames.get_animation_loop(animation) == false:
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#print("Stop!!!!!", current_state.animation_sequence.size(), " - ", current_state.animation_index)
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if current_state.animation_sequence.size() > 0:
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@ -66,6 +66,7 @@ func _on_animation_finished():
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if animation_index >= current_state.animation_sequence.size():
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#print("Stop!!!!!")
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current_state.animation_finished = true
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# TODO: Allow a way to stop animation even if in a looped sequence
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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@ -73,7 +74,7 @@ func _on_animation_finished():
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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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# modifier being applied/removed outside of enter/exit transitions.
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func update_animation(enter_frame := 0, index := 0, suffix := ''):
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func change_animation(enter_frame := 0, index := 0, suffix := ''):
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## TODO:
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# Need to find a way to attempt to keep and transfer the Index or frame
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#
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@ -149,7 +150,7 @@ func update_animation(enter_frame := 0, index := 0, suffix := ''):
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print("Error! Resolved to empty animation sequence!?")
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return
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func process_animations():
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func process_state_modifier():
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var modifier :StateModifier = current_state.modifier
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if modifier != null:
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if modifier.state_timeout and modifier.state_timeout.time_left == 0:
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@ -160,13 +161,13 @@ func process_animations():
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modifier.TYPE.ANIMATION_SUFFIX:
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# Attempt to seemlessly transition animations.
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modifier = null
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update_animation(frame,animation_index)
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change_animation(frame,animation_index)
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modifier.TYPE.REPLACE_ANIMATION:
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if current_state.debug_state:
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print("I don't have anything for replacements yet.")
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modifier = null
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update_animation()
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change_animation()
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_:
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modifier = null
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return
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@ -222,7 +223,9 @@ func _on_state_change(old_state_name:String, new_state :State):
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###### State machine
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if new_state is StateAnimatedActor: #Testing this. Update: It works
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current_state = new_state
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update_animation()
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change_animation()
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if has_method('_on_state_change_' + current_state.name):
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call('_on_state_change_' + current_state.name)
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print("It's an animated Actor state!")
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else:
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push_warning("Received non animated Actor state.")
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@ -19,7 +19,6 @@ export var callable_state_machine :NodePath
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var request_state_change: FuncRef
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onready var desired_movement_vector: Vector2 = Vector2(0,0)
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var current_movement_state: String
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# Since animactor state machine can actually view properties from this type
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# I'm thinking about moving the velocity tracker in here instead of player.
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@ -120,6 +119,8 @@ func _on_state_change(old_state_name:String, new_state :State):
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###### State machine
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if new_state is StateAnimatedActor: #Testing this. Update: It works
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current_state = new_state
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if has_method('_on_state_change_' + current_state.name):
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call('_on_state_change_' + current_state.name)
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else:
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push_warning("Received non animated Actor state.")
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#current_state = new_state
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@ -249,7 +249,7 @@ common/enable_pause_aware_picking=true
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[physics]
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2d/default_gravity=200
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2d/default_gravity=280
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common/physics_interpolation=true
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[rendering]
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@ -2,15 +2,10 @@ extends AnimatedSprite_StateReceiver
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func _ready():
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# Lets see if this nutty thing works
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var state_ref :State
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# state_ref = 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 = 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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# State machine needed to be processed first probably for ready function.
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# good to know!
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#var state_ref :State
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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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pass
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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_idle():
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@ -22,7 +17,20 @@ func _ready():
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#func _on_state_entered_idle():
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# print("Anim Knows Idle State Entered!")
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func _on_state_entered_fall():
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print ("2? got the state change signal ", current_state.name)
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## Processing order is interesting here.
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#Got call to enter state fall
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#2? got the state change signal jump
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#1? got the state change signal fall
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#It's an animated Actor state!
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## State signal comes before state machine. I'm not sure that's
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## Good. Maybe I shouldn't subscribe to signals emitted by the state.
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#func _on_state_entered_fall():
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# print ("State Enter Signal ", current_state.name)
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# frame = 2
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# stop()
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func _on_state_change_fall():
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frame = 2
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stop()
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@ -62,6 +62,14 @@ func _state_process_physics_idle():
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#return fall_state
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request_state_change.call_func('fall')
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func _state_process_physics_land():
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if current_state.animation_finished == true:
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request_state_change.call_func('idle')
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if !parent.is_on_floor():
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#return fall_state
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request_state_change.call_func('fall')
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func _state_process_physics_fall():
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if desired_movement_vector.x != 0.0:
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parent.transform.x.x = desired_movement_vector.x
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@ -69,7 +77,7 @@ func _state_process_physics_fall():
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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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request_state_change.call_func('land')
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func _state_process_physics_jump():
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if desired_movement_vector.x != 0.0:
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@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=2]
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[gd_scene load_steps=13 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://assets/actors/players/playerE/PlayerE_SpriteFrames.tres" type="SpriteFrames" id=2]
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@ -23,6 +23,20 @@ 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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[sub_resource type="Resource" id=4]
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resource_local_to_scene = true
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resource_name = "land"
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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 = "land"
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move_speed = 30.0
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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 = [ "land" ]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 7, 14 )
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@ -32,7 +46,7 @@ actor_type = "Player"
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[node name="Movement_StateMachine" parent="." index="0"]
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starting_state_name = "idle"
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states = [ ExtResource( 4 ), ExtResource( 9 ), SubResource( 3 ), ExtResource( 8 ) ]
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states = [ ExtResource( 4 ), ExtResource( 9 ), SubResource( 3 ), ExtResource( 8 ), SubResource( 4 ) ]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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