Fixes on Receiver. Add landing frames.

This commit is contained in:
Dustin 2025-03-19 22:19:51 -07:00
parent ae24288db3
commit 471b1ee3db
7 changed files with 58 additions and 24 deletions

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@ -121,7 +121,7 @@ animations = [ {
"frames": [ SubResource( 13 ), SubResource( 14 ), SubResource( 14 ), SubResource( 15 ), SubResource( 15 ), SubResource( 16 ), SubResource( 16 ), SubResource( 17 ), SubResource( 17 ) ],
"loop": false,
"name": "land",
"speed": 13.0
"speed": 16.0
}, {
"frames": [ SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 25 ), SubResource( 26 ) ],
"loop": true,

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@ -54,10 +54,10 @@ func _process(delta):
# Not sure what should be called first here.
if has_method('_state_process_' + current_state.name):
call('_state_process_' + current_state.name)
process_animations()
#TODO: Not sure I want to do modifiers this way anymore
#process_state_modifier()
func _on_animation_finished():
#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:
@ -66,6 +66,7 @@ func _on_animation_finished():
if animation_index >= current_state.animation_sequence.size():
#print("Stop!!!!!")
current_state.animation_finished = true
# TODO: Allow a way to stop animation even if in a looped sequence
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
@ -73,7 +74,7 @@ func _on_animation_finished():
# 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 := ''):
func change_animation(enter_frame := 0, index := 0, suffix := ''):
## TODO:
# Need to find a way to attempt to keep and transfer the Index or frame
#
@ -149,7 +150,7 @@ func update_animation(enter_frame := 0, index := 0, suffix := ''):
print("Error! Resolved to empty animation sequence!?")
return
func process_animations():
func process_state_modifier():
var modifier :StateModifier = current_state.modifier
if modifier != null:
if modifier.state_timeout and modifier.state_timeout.time_left == 0:
@ -160,13 +161,13 @@ func process_animations():
modifier.TYPE.ANIMATION_SUFFIX:
# Attempt to seemlessly transition animations.
modifier = null
update_animation(frame,animation_index)
change_animation(frame,animation_index)
modifier.TYPE.REPLACE_ANIMATION:
if current_state.debug_state:
print("I don't have anything for replacements yet.")
modifier = null
update_animation()
change_animation()
_:
modifier = null
return
@ -222,7 +223,9 @@ func _on_state_change(old_state_name:String, new_state :State):
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state
update_animation()
change_animation()
if has_method('_on_state_change_' + current_state.name):
call('_on_state_change_' + current_state.name)
print("It's an animated Actor state!")
else:
push_warning("Received non animated Actor state.")

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@ -19,7 +19,6 @@ export var callable_state_machine :NodePath
var request_state_change: FuncRef
onready var desired_movement_vector: Vector2 = Vector2(0,0)
var current_movement_state: String
# Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player.
@ -120,6 +119,8 @@ func _on_state_change(old_state_name:String, new_state :State):
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state
if has_method('_on_state_change_' + current_state.name):
call('_on_state_change_' + current_state.name)
else:
push_warning("Received non animated Actor state.")
#current_state = new_state

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@ -249,7 +249,7 @@ common/enable_pause_aware_picking=true
[physics]
2d/default_gravity=200
2d/default_gravity=280
common/physics_interpolation=true
[rendering]

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@ -2,15 +2,10 @@ extends AnimatedSprite_StateReceiver
func _ready():
# Lets see if this nutty thing works
var state_ref :State
# state_ref = get_node(callable_state_machine).get_state_reference('idle')
# state_ref.connect("state_entered", self, "_on_state_entered_idle")
state_ref = get_node(callable_state_machine).get_state_reference('fall')
state_ref.connect("state_entered", self, "_on_state_entered_fall")
# It works but node order really mattered.
# State machine needed to be processed first probably for ready function.
# good to know!
#var state_ref :State
#state_ref = get_node(callable_state_machine).get_state_reference('fall')
#state_ref.connect("state_entered", self, "_on_state_entered_fall")
pass
# I don't need this right now but I proved it can be done!
#func _state_process_idle():
@ -22,7 +17,20 @@ func _ready():
#func _on_state_entered_idle():
# print("Anim Knows Idle State Entered!")
func _on_state_entered_fall():
print ("2? got the state change signal ", current_state.name)
## Processing order is interesting here.
#Got call to enter state fall
#2? got the state change signal jump
#1? got the state change signal fall
#It's an animated Actor state!
## State signal comes before state machine. I'm not sure that's
## Good. Maybe I shouldn't subscribe to signals emitted by the state.
#func _on_state_entered_fall():
# print ("State Enter Signal ", current_state.name)
# frame = 2
# stop()
func _on_state_change_fall():
frame = 2
stop()

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@ -62,6 +62,14 @@ func _state_process_physics_idle():
#return fall_state
request_state_change.call_func('fall')
func _state_process_physics_land():
if current_state.animation_finished == true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
func _state_process_physics_fall():
if desired_movement_vector.x != 0.0:
parent.transform.x.x = desired_movement_vector.x
@ -69,7 +77,7 @@ func _state_process_physics_fall():
if parent.is_on_floor():
#modifier.reference()
#idle_state.modifier = landing_modifier
request_state_change.call_func('idle')
request_state_change.call_func('land')
func _state_process_physics_jump():
if desired_movement_vector.x != 0.0:

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@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/actors/players/playerE/PlayerE_SpriteFrames.tres" type="SpriteFrames" id=2]
@ -23,6 +23,20 @@ move_modifier_move_acceleration = 0.0
jerk_factor = 0.0
animation_sequence = [ "run" ]
[sub_resource type="Resource" id=4]
resource_local_to_scene = true
resource_name = "land"
script = ExtResource( 7 )
debug_state = false
timeout_seconds = 0.0
name = "land"
move_speed = 30.0
move_acceleration = 0.0
move_speed_modifier = 0.0
move_modifier_move_acceleration = 0.0
jerk_factor = 0.0
animation_sequence = [ "land" ]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 7, 14 )
@ -32,7 +46,7 @@ actor_type = "Player"
[node name="Movement_StateMachine" parent="." index="0"]
starting_state_name = "idle"
states = [ ExtResource( 4 ), ExtResource( 9 ), SubResource( 3 ), ExtResource( 8 ) ]
states = [ ExtResource( 4 ), ExtResource( 9 ), SubResource( 3 ), ExtResource( 8 ), SubResource( 4 ) ]
[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
frames = ExtResource( 2 )