diff --git a/lib/classes/animated_sprite_state_receiver.gd b/lib/classes/animated_sprite_state_receiver.gd index 2fd31a6..df7d423 100644 --- a/lib/classes/animated_sprite_state_receiver.gd +++ b/lib/classes/animated_sprite_state_receiver.gd @@ -9,7 +9,7 @@ export var callable_state_machine :NodePath onready var current_state = StateAnimatedActor.new() -var animation_finished: bool = false +#var animation_finished: bool = false var request_state_change: FuncRef # this just wouldn't work well. Maybe I can try a resource @@ -42,13 +42,16 @@ func _ready(): # Sprites should only have a process function # but if I have this will the sprite still animate? func _process(delta): - if current_state.state_timeout != null: - if current_state.state_timeout.time_left == 0: - print("You're out of time! I saw it!") - request_state_change.call_func('idle') - #play() - else: - print("what, no current_state?") +# Shouldn't need this anymore! +# if current_state.state_timeout != null: +# if current_state.state_timeout.time_left == 0: +# print("You're out of time! I saw it!") +# request_state_change.call_func('idle') +# #play() +# else: +# print("what, no current_state?") + + # Not sure what should be called first here. if has_method('_state_process_' + current_state.name): call('_state_process_' + current_state.name) process_animations() diff --git a/lib/classes/state_animated_actor.gd b/lib/classes/state_animated_actor.gd index a0632b9..07d40f8 100644 --- a/lib/classes/state_animated_actor.gd +++ b/lib/classes/state_animated_actor.gd @@ -28,6 +28,8 @@ var jerk: float var physics_modifier :StateModifier +var animation_finished: bool = false + # Not sure if this should be here. probably not export(Array, String) var animation_sequence @@ -42,9 +44,10 @@ var modifier: StateModifier func enter() -> void: + # Call parent class enter .enter() - + animation_finished = false jerk = 0 return diff --git a/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd b/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd index 17b404d..b865750 100644 --- a/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd @@ -5,8 +5,8 @@ func _ready(): var state_ref :State = 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") +# 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!