From ae24288db31aa1e0ce200384b11966cabbdeb2eb Mon Sep 17 00:00:00 2001 From: Dustin Date: Tue, 18 Mar 2025 19:58:39 -0700 Subject: [PATCH] Troubleshooting falling. --- .../actors/players/playerE/PlayerE_SpriteFrames.tres | 2 +- lib/classes/animated_sprite_state_receiver.gd | 2 +- lib/classes/movement_state_receiver.gd | 2 ++ project.godot | 5 +++++ .../playerE/PlayerE-AnimatedSprite_StateReceiver.gd | 2 +- .../playerE/PlayerE-Movement_StateReceiver.gd | 12 ++++++------ 6 files changed, 16 insertions(+), 9 deletions(-) diff --git a/assets/actors/players/playerE/PlayerE_SpriteFrames.tres b/assets/actors/players/playerE/PlayerE_SpriteFrames.tres index eec639d..561201f 100644 --- a/assets/actors/players/playerE/PlayerE_SpriteFrames.tres +++ b/assets/actors/players/playerE/PlayerE_SpriteFrames.tres @@ -116,7 +116,7 @@ animations = [ { "frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ) ], "loop": false, "name": "jump", -"speed": 10.0 +"speed": 2.0 }, { "frames": [ SubResource( 13 ), SubResource( 14 ), SubResource( 14 ), SubResource( 15 ), SubResource( 15 ), SubResource( 16 ), SubResource( 16 ), SubResource( 17 ), SubResource( 17 ) ], "loop": false, diff --git a/lib/classes/animated_sprite_state_receiver.gd b/lib/classes/animated_sprite_state_receiver.gd index df7d423..f127f95 100644 --- a/lib/classes/animated_sprite_state_receiver.gd +++ b/lib/classes/animated_sprite_state_receiver.gd @@ -216,7 +216,7 @@ func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnim # Handle state change from subscribed state machine. #From signal state_changed(old_state_name, new_state) func _on_state_change(old_state_name:String, new_state :State): - print ("got the state change signal ", new_state.name) + print ("1? got the state change signal ", new_state.name) # set current state to new_state #TODO: Confirm that this is a reference to the state in the ###### State machine diff --git a/lib/classes/movement_state_receiver.gd b/lib/classes/movement_state_receiver.gd index 1a1d80e..379dede 100644 --- a/lib/classes/movement_state_receiver.gd +++ b/lib/classes/movement_state_receiver.gd @@ -67,6 +67,8 @@ func process(delta): # For event based input polling (Hadouken?) func process_input(event: InputEvent): + # Reset desired movement vector + desired_movement_vector = Vector2(0,0) if has_method('_state_process_input_' + current_state.name): call('_state_process_input_' + current_state.name) diff --git a/project.godot b/project.godot index 13ab4e1..2c6579c 100644 --- a/project.godot +++ b/project.godot @@ -247,6 +247,11 @@ dash_1={ common/enable_pause_aware_picking=true 2d/default_gravity=600 +[physics] + +2d/default_gravity=200 +common/physics_interpolation=true + [rendering] quality/driver/driver_name="GLES2" diff --git a/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd b/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd index c864cdb..621d2d2 100644 --- a/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd @@ -23,6 +23,6 @@ func _ready(): # print("Anim Knows Idle State Entered!") func _on_state_entered_fall(): - print("Anim Knows Fall State Entered!") + print ("2? got the state change signal ", current_state.name) frame = 2 stop() diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 759bb3d..3bf1b98 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -63,8 +63,8 @@ func _state_process_physics_idle(): request_state_change.call_func('fall') func _state_process_physics_fall(): - if get_movement_direction() != 0.0: - parent.transform.x.x = get_movement_direction() + if desired_movement_vector.x != 0.0: + parent.transform.x.x = desired_movement_vector.x if parent.is_on_floor(): #modifier.reference() @@ -72,8 +72,8 @@ func _state_process_physics_fall(): request_state_change.call_func('idle') func _state_process_physics_jump(): - if get_movement_direction() != 0.0: - parent.transform.x.x = get_movement_direction() + if desired_movement_vector.x != 0.0: + parent.transform.x.x = desired_movement_vector.x if velocity.y > 0: request_state_change.call_func('fall') @@ -84,8 +84,8 @@ func _state_process_physics_jump(): func _state_process_physics_move(): # flip sprite in direction - if get_movement_direction() != 0.0: - parent.transform.x.x = get_movement_direction() + if desired_movement_vector.x != 0.0: + parent.transform.x.x = desired_movement_vector.x if desired_movement_vector.x == 0: request_state_change.call_func('idle')