Almost jumping.
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@ -1,6 +1,13 @@
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extends Movement_StateReceiver
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#func _ready():
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func _ready():
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var state_ref :State
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var state_name :String
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state_name = 'jump'
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state_ref = get_node(callable_state_machine).get_state_reference(state_name)
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#TODO Should probably assert here or something.
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state_ref.connect("state_entered", self, "_on_state_entered_" + state_name)
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# Lets see if this nutty thing works
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# var state_ref :State = 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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@ -15,16 +22,38 @@ func get_movement_direction() -> float:
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desired_movement_vector.x = Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
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return Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
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func wants_jump() -> bool:
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if Input.is_action_just_pressed("jump_" + str(player_number)):
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desired_movement_vector.y = 1
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return true
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else:
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return false
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#TODO: This is probably not a good way to do this.
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# we want to check input once and make decisions based on
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# velocity and desired movement.
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func _state_process_physics_input_idle():
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get_movement_direction()
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#func _state_process_physics_input_idle():
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# get_movement_direction()
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#
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#func _state_process_physics_input_move():
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# get_movement_direction()
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func _state_process_physics_input_move():
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# Probably better to do it this way then allocating individual
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# state functions that all do the same thing.
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func process_physics_input(delta):
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# call the parent, Which would call the individuals
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.process_physics_input(delta)
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# then process movement controls
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get_movement_direction()
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wants_jump()
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func _state_process_physics_idle():
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if desired_movement_vector.y == 1:
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request_state_change.call_func('jump')
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#TODO: May need that 'bump' logic to make velocity work.
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if desired_movement_vector.x != 0: # and velocity.x != 0:
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request_state_change.call_func('move')
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@ -42,6 +71,17 @@ func _state_process_physics_fall():
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#idle_state.modifier = landing_modifier
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request_state_change.call_func('idle')
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func _state_process_physics_jump():
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if get_movement_direction() != 0.0:
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parent.transform.x.x = get_movement_direction()
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if velocity.y > 0:
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request_state_change.call_func('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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func _state_process_physics_move():
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# flip sprite in direction
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if get_movement_direction() != 0.0:
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@ -56,4 +96,9 @@ func _state_process_physics_move():
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#func _on_state_entered_idle():
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# print("Movement State Idle State Entered!")
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func _on_state_entered_jump():
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#TODO: Make this a state variable
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# I used to call it 'jump_force' like an idiot.
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velocity.y = -200
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=12 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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@ -7,22 +7,8 @@
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[ext_resource path="res://src/actors/players/playerE/PlayerE-AnimatedSprite_StateReceiver.gd" type="Script" id=5]
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[ext_resource path="res://src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd" type="Script" id=6]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=7]
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[sub_resource type="Resource" id=2]
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resource_local_to_scene = true
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resource_name = "fall"
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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 = "fall"
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move_speed = 90.0
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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 = [ "jump" ]
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emitter_frame_subscriptions = {
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}
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[ext_resource path="res://src/actors/players/playerE/states/jump.tres" type="Resource" id=8]
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[ext_resource path="res://src/actors/players/playerE/states/fall.tres" type="Resource" id=9]
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[sub_resource type="Resource" id=3]
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resource_name = "move"
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@ -48,7 +34,7 @@ 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 ), SubResource( 2 ), SubResource( 3 ) ]
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states = [ ExtResource( 4 ), ExtResource( 9 ), SubResource( 3 ), ExtResource( 8 ) ]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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19
src/actors/players/playerE/states/fall.tres
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19
src/actors/players/playerE/states/fall.tres
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@ -0,0 +1,19 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=1]
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[resource]
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resource_local_to_scene = true
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resource_name = "fall"
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script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "fall"
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move_speed = 90.0
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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 = [ "jump" ]
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emitter_frame_subscriptions = {
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}
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19
src/actors/players/playerE/states/jump.tres
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19
src/actors/players/playerE/states/jump.tres
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@ -0,0 +1,19 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=1]
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[resource]
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resource_local_to_scene = true
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resource_name = "jump"
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script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "jump"
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move_speed = 90.0
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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 = [ "jump" ]
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emitter_frame_subscriptions = {
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}
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