diff --git a/lib/classes/actor.gd b/lib/classes/actor.gd index d8809f8..94f65a7 100644 --- a/lib/classes/actor.gd +++ b/lib/classes/actor.gd @@ -1,63 +1,32 @@ class_name Actor extends KinematicBody2D -#var velocity = Vector2(0,0) -#var direction = Vector2(-1,0) export(String, "Player", "Enemy", "NPC", "Object") var actor_type #export var sprite_facing_right: bool = true export var debug_actor: bool = false -#onready var movement_animations: AnimatedSprite = $AnimatedSprite - onready var sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver -#onready var movement_component: MovementComponent = $movement_component onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver -#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine onready var movement_state_machine: StateMachine = $Movement_StateMachine onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver ## Multiplayer Variables puppet var puppet_pos = Vector2() -#puppet var puppet_anim_sprite_frame :int -#puppet var puppet_anim_sprite_name :String puppet var puppet_transform: Transform2D -##TODO: -# Can't seem to implement the ready and process node functions -# without causing a double run somehow. Not sure why. -# not a huge deal because this is mostly to help with -# interfaces for the state machines. func _ready() -> void: -# puppet_anim_sprite_name = animated_sprite.animation -# puppet_anim_sprite_frame = animated_sprite.frame puppet_transform = transform - ## Disable Process and Physics on puppets -# if not is_network_master(): -# animated_sprite.set_process(false) -# animated_sprite.set_physics_process(false) - #movement_state_machine.init_animated_actor(self) - #movement_component.attack_function = funcref(self, "attack") -# movement_component.player_number = player_number - -#func _process(delta): -# if is_network_master(): -# rset("puppet_anim_sprite_name", animated_sprite.animation) -# rset("puppet_anim_sprite_frame", animated_sprite.frame) -# else: -# animated_sprite.animation = puppet_anim_sprite_name -# animated_sprite.frame = puppet_anim_sprite_frame func _unhandled_input(event: InputEvent) -> void: if is_network_master(): if actor_type == "Player": - movement_component.process_input(event) - #movement_state_machine.process_input(event) + movement_component.process_unhandled_input(event) func _physics_process(delta: float) -> void: # Input based or polling input is not done in _unhandled_input @@ -71,24 +40,10 @@ func _physics_process(delta: float) -> void: else: position = puppet_pos transform = puppet_transform - #movement_state_machine.process_physics(delta) -# -#func _process(delta: float) -> void: -# if actor_type == "NPC" or actor_type == "Enemy": -# movement_component.process(delta) -# movement_state_machine.process_frame(delta) -## PlayerInfo.player_position = global_position -# #play_sound_frame(movement_animations.animation , movement_animations.frame) + +func _process(delta: float) -> void: + if actor_type == "NPC" or actor_type == "Enemy": + if is_network_master(): + movement_component.process(delta) - -func attack(): - #print(self.name, ": It's not inheritence, it's funcrefs") -# if movement_state_machine.current_state.name != 'attack': -# if($movement_state_machine/attack): -# movement_state_machine.change_state($movement_state_machine/attack) -# if ($Hitbox_Component/CollisionShape2D): -# #print(self.name, ": Found a hitbox") -# var hit_box = $Hitbox_Component -# hit_box.set_hitbox(true) - pass diff --git a/lib/classes/movement_state_receiver.gd b/lib/classes/movement_state_receiver.gd index 55105dd..1007a69 100644 --- a/lib/classes/movement_state_receiver.gd +++ b/lib/classes/movement_state_receiver.gd @@ -74,7 +74,7 @@ func process(delta): call('_state_process_' + current_state.name) # For event based input polling (Hadouken?) -func process_input(event: InputEvent): +func process_unhandled_input(event: InputEvent): # Reset desired movement vector desired_movement_vector = Vector2(0,0) if has_method('_state_process_input_' + current_state.name):