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4 Commits
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ab0d2ac5b7
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|---|---|---|---|
| ab0d2ac5b7 | |||
| bb2c59f7d9 | |||
| 8dd597958d | |||
| a8c6391ee9 |
18
Main.tscn
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||||||
|
3/z_index = 0
|
||||||
|
4/name = "Pillar"
|
||||||
|
4/texture = ExtResource( 1 )
|
||||||
|
4/tex_offset = Vector2( 0, 0 )
|
||||||
|
4/modulate = Color( 1, 1, 1, 1 )
|
||||||
|
4/region = Rect2( 160, 224, 16, 48 )
|
||||||
|
4/tile_mode = 2
|
||||||
|
4/autotile/icon_coordinate = Vector2( 0, 0 )
|
||||||
|
4/autotile/tile_size = Vector2( 16, 16 )
|
||||||
|
4/autotile/spacing = 0
|
||||||
|
4/autotile/occluder_map = [ ]
|
||||||
|
4/autotile/navpoly_map = [ ]
|
||||||
|
4/autotile/priority_map = [ ]
|
||||||
|
4/autotile/z_index_map = [ ]
|
||||||
|
4/occluder_offset = Vector2( 0, 0 )
|
||||||
|
4/navigation_offset = Vector2( 0, 0 )
|
||||||
|
4/shape_offset = Vector2( 0, 0 )
|
||||||
|
4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
|
||||||
|
4/shape = SubResource( 13 )
|
||||||
|
4/shape_one_way = false
|
||||||
|
4/shape_one_way_margin = 1.0
|
||||||
|
4/shapes = [ {
|
||||||
|
"autotile_coord": Vector2( 0, 0 ),
|
||||||
|
"one_way": false,
|
||||||
|
"one_way_margin": 1.0,
|
||||||
|
"shape": SubResource( 13 ),
|
||||||
|
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
|
||||||
|
}, {
|
||||||
|
"autotile_coord": Vector2( 0, 1 ),
|
||||||
|
"one_way": false,
|
||||||
|
"one_way_margin": 1.0,
|
||||||
|
"shape": SubResource( 14 ),
|
||||||
|
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
|
||||||
|
}, {
|
||||||
|
"autotile_coord": Vector2( 0, 2 ),
|
||||||
|
"one_way": false,
|
||||||
|
"one_way_margin": 1.0,
|
||||||
|
"shape": SubResource( 15 ),
|
||||||
|
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
|
||||||
|
} ]
|
||||||
|
4/z_index = 0
|
||||||
|
|
@ -97,30 +97,30 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
|
||||||
current_animation_sequence = animation_index
|
current_animation_sequence = animation_index
|
||||||
#var enter_animation = ''
|
#var enter_animation = ''
|
||||||
#var enter_frame = 0
|
#var enter_frame = 0
|
||||||
var modifier :StateModifier = current_state.modifier
|
# var modifier :StateModifier = current_state.modifier
|
||||||
if modifier != null:
|
# if modifier != null:
|
||||||
# if modifier.modifier_type == modifier.TYPE.EXIT_ANIMATION:
|
## if modifier.modifier_type == modifier.TYPE.EXIT_ANIMATION:
|
||||||
# #print("OHHH Modifier Applies! ", modifier.animation_name)
|
## #print("OHHH Modifier Applies! ", modifier.animation_name)
|
||||||
# mod_animation_sequence.push_front(modifier.animation_name)
|
## mod_animation_sequence.push_front(modifier.animation_name)
|
||||||
# enter_frame = modifier.starting_frame
|
## enter_frame = modifier.starting_frame
|
||||||
match modifier.modifier_type:
|
# match modifier.modifier_type:
|
||||||
modifier.TYPE.EXIT_ANIMATION:
|
# modifier.TYPE.EXIT_ANIMATION:
|
||||||
mod_animation_sequence.push_front(modifier.animation_name)
|
# mod_animation_sequence.push_front(modifier.animation_name)
|
||||||
enter_frame = modifier.starting_frame
|
# enter_frame = modifier.starting_frame
|
||||||
|
#
|
||||||
modifier.TYPE.ANIMATION_SUFFIX:
|
# modifier.TYPE.ANIMATION_SUFFIX:
|
||||||
if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
|
# if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
|
||||||
animation_suffix = modifier.animation_name
|
# animation_suffix = modifier.animation_name
|
||||||
else:
|
# else:
|
||||||
print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
|
# print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
|
||||||
mod_animation_sequence[animation_index] + modifier.animation_name)
|
# mod_animation_sequence[animation_index] + modifier.animation_name)
|
||||||
|
#
|
||||||
modifier.TYPE.REPLACE_ANIMATION:
|
# modifier.TYPE.REPLACE_ANIMATION:
|
||||||
#animations.play(modifier_stack_ref[i].animation_name)
|
# #animations.play(modifier_stack_ref[i].animation_name)
|
||||||
#animations.frame = modifier_stack_ref[i].starting_frame
|
# #animations.frame = modifier_stack_ref[i].starting_frame
|
||||||
mod_animation_sequence.clear()
|
# mod_animation_sequence.clear()
|
||||||
mod_animation_sequence.push_back(modifier.animation_name)
|
# mod_animation_sequence.push_back(modifier.animation_name)
|
||||||
enter_frame = modifier.starting_frame
|
# enter_frame = modifier.starting_frame
|
||||||
|
|
||||||
# Some safety checks with supplied update parameters
|
# Some safety checks with supplied update parameters
|
||||||
if animation_index != 0:
|
if animation_index != 0:
|
||||||
|
|
@ -150,27 +150,27 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
|
||||||
print("Error! Resolved to empty animation sequence!?")
|
print("Error! Resolved to empty animation sequence!?")
|
||||||
return
|
return
|
||||||
|
|
||||||
func process_state_modifier():
|
#func process_state_modifier():
|
||||||
var modifier :StateModifier = current_state.modifier
|
# var modifier :StateModifier = current_state.modifier
|
||||||
if modifier != null:
|
# if modifier != null:
|
||||||
if modifier.state_timeout and modifier.state_timeout.time_left == 0:
|
# if modifier.state_timeout and modifier.state_timeout.time_left == 0:
|
||||||
print("Expired Modifier, updating animation.")
|
# print("Expired Modifier, updating animation.")
|
||||||
#modifier = null
|
# #modifier = null
|
||||||
match modifier.modifier_type:
|
# match modifier.modifier_type:
|
||||||
|
#
|
||||||
modifier.TYPE.ANIMATION_SUFFIX:
|
# modifier.TYPE.ANIMATION_SUFFIX:
|
||||||
# Attempt to seemlessly transition animations.
|
# # Attempt to seemlessly transition animations.
|
||||||
modifier = null
|
# modifier = null
|
||||||
change_animation(frame,animation_index)
|
# change_animation(frame,animation_index)
|
||||||
|
#
|
||||||
modifier.TYPE.REPLACE_ANIMATION:
|
# modifier.TYPE.REPLACE_ANIMATION:
|
||||||
if current_state.debug_state:
|
# if current_state.debug_state:
|
||||||
print("I don't have anything for replacements yet.")
|
# print("I don't have anything for replacements yet.")
|
||||||
modifier = null
|
# modifier = null
|
||||||
change_animation()
|
# change_animation()
|
||||||
_:
|
# _:
|
||||||
modifier = null
|
# modifier = null
|
||||||
return
|
# return
|
||||||
|
|
||||||
|
|
||||||
# We have no more sequence animations and the current one doesn't loop
|
# We have no more sequence animations and the current one doesn't loop
|
||||||
|
|
@ -217,16 +217,18 @@ func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnim
|
||||||
# Handle state change from subscribed state machine.
|
# Handle state change from subscribed state machine.
|
||||||
#From signal state_changed(old_state_name, new_state)
|
#From signal state_changed(old_state_name, new_state)
|
||||||
func _on_state_change(old_state_name:String, new_state :State):
|
func _on_state_change(old_state_name:String, new_state :State):
|
||||||
print ("1? got the state change signal ", new_state.name)
|
#print ("1? got the state change signal ", new_state.name)
|
||||||
# set current state to new_state
|
# set current state to new_state
|
||||||
|
previous_state_name = old_state_name
|
||||||
#TODO: Confirm that this is a reference to the state in the
|
#TODO: Confirm that this is a reference to the state in the
|
||||||
###### State machine
|
###### State machine
|
||||||
if new_state is StateAnimatedActor: #Testing this. Update: It works
|
if new_state is StateAnimatedActor: #Testing this. Update: It works
|
||||||
current_state = new_state
|
current_state = new_state
|
||||||
change_animation()
|
|
||||||
if has_method('_on_state_change_' + current_state.name):
|
if has_method('_on_state_change_' + current_state.name):
|
||||||
call('_on_state_change_' + current_state.name)
|
call('_on_state_change_' + current_state.name)
|
||||||
print("It's an animated Actor state!")
|
else:
|
||||||
|
change_animation()
|
||||||
|
#print("It's an animated Actor state!")
|
||||||
else:
|
else:
|
||||||
push_warning("Received non animated Actor state.")
|
push_warning("Received non animated Actor state.")
|
||||||
#current_state = new_state
|
#current_state = new_state
|
||||||
|
|
|
||||||
|
|
@ -28,6 +28,8 @@ var acceleration = Vector2(0,0)
|
||||||
|
|
||||||
#Removing Probably not used
|
#Removing Probably not used
|
||||||
#var sim_velocity = Vector2(0,0)
|
#var sim_velocity = Vector2(0,0)
|
||||||
|
var physics_delta:float
|
||||||
|
var process_delta:float
|
||||||
|
|
||||||
|
|
||||||
#Can't use floats here, switched to constants.
|
#Can't use floats here, switched to constants.
|
||||||
|
|
@ -50,17 +52,21 @@ func _ready():
|
||||||
# These get called by the parent
|
# These get called by the parent
|
||||||
############
|
############
|
||||||
func process_physics(delta):
|
func process_physics(delta):
|
||||||
move_actor_as_desired(delta)
|
physics_delta = delta
|
||||||
if has_method('_state_process_physics_' + current_state.name):
|
if has_method('_state_process_physics_' + current_state.name):
|
||||||
call('_state_process_physics_' + current_state.name)
|
call('_state_process_physics_' + current_state.name)
|
||||||
|
else:
|
||||||
|
move_actor_as_desired()
|
||||||
|
|
||||||
# more likely needed for Players
|
# more likely needed for Players
|
||||||
func process_physics_input(delta):
|
func process_physics_input(delta):
|
||||||
|
physics_delta = delta
|
||||||
if has_method('_state_process_physics_input_' + current_state.name):
|
if has_method('_state_process_physics_input_' + current_state.name):
|
||||||
call('_state_process_physics_input_' + current_state.name)
|
call('_state_process_physics_input_' + current_state.name)
|
||||||
|
|
||||||
# More likely needed for NPCs
|
# More likely needed for NPCs
|
||||||
func process(delta):
|
func process(delta):
|
||||||
|
process_delta = delta
|
||||||
if has_method('_state_process_' + current_state.name):
|
if has_method('_state_process_' + current_state.name):
|
||||||
call('_state_process_' + current_state.name)
|
call('_state_process_' + current_state.name)
|
||||||
|
|
||||||
|
|
@ -126,8 +132,8 @@ func _on_state_change(old_state_name:String, new_state :State):
|
||||||
#current_state = new_state
|
#current_state = new_state
|
||||||
|
|
||||||
|
|
||||||
func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
|
func move_actor_as_desired( x_move_direction_override: float = 0):
|
||||||
|
var delta:float = physics_delta
|
||||||
var _move_speed = current_state.move_speed
|
var _move_speed = current_state.move_speed
|
||||||
var _move_speed_modifier = current_state.move_speed_modifier
|
var _move_speed_modifier = current_state.move_speed_modifier
|
||||||
var _move_modifier_move_acceleration = current_state.move_modifier_move_acceleration
|
var _move_modifier_move_acceleration = current_state.move_modifier_move_acceleration
|
||||||
|
|
@ -135,17 +141,17 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
|
||||||
var _jerk_factor = current_state.jerk_factor
|
var _jerk_factor = current_state.jerk_factor
|
||||||
var _gravity = current_state.gravity
|
var _gravity = current_state.gravity
|
||||||
|
|
||||||
if current_state.physics_modifier:
|
# if current_state.physics_modifier:
|
||||||
#physics_modifier.modifier_properties.jerk_factor
|
# #physics_modifier.modifier_properties.jerk_factor
|
||||||
#print(physics_modifier.name)
|
# #print(physics_modifier.name)
|
||||||
#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
|
# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
|
||||||
var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
|
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
|
||||||
if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
|
# if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
|
||||||
_move_speed = mod_props.move_speed
|
# _move_speed = mod_props.move_speed
|
||||||
_move_speed_modifier += mod_props.move_speed_modifier
|
# _move_speed_modifier += mod_props.move_speed_modifier
|
||||||
_move_acceleration += mod_props.move_acceleration
|
# _move_acceleration += mod_props.move_acceleration
|
||||||
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
|
# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
|
||||||
_jerk_factor += mod_props.jerk_factor
|
# _jerk_factor += mod_props.jerk_factor
|
||||||
|
|
||||||
var help_me_not_be_dumb = ''
|
var help_me_not_be_dumb = ''
|
||||||
|
|
||||||
|
|
@ -175,17 +181,17 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
|
||||||
move_direction = x_move_direction_override
|
move_direction = x_move_direction_override
|
||||||
|
|
||||||
## TODO: I hate that I have to do this check again.
|
## TODO: I hate that I have to do this check again.
|
||||||
if current_state.physics_modifier:
|
# if current_state.physics_modifier:
|
||||||
var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
|
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
|
||||||
if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
|
# if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
|
||||||
# Since move_direction is always positive
|
# # Since move_direction is always positive
|
||||||
if sign(move_direction) == sign(mod_props.move_speed):
|
# if sign(move_direction) == sign(mod_props.move_speed):
|
||||||
_move_speed += mod_props.move_speed
|
# _move_speed += mod_props.move_speed
|
||||||
else:
|
# else:
|
||||||
_move_speed -= mod_props.move_speed
|
# _move_speed -= mod_props.move_speed
|
||||||
if sign(move_direction) == 0:
|
# if sign(move_direction) == 0:
|
||||||
move_direction = sign(mod_props.move_speed) * -1
|
# move_direction = sign(mod_props.move_speed) * -1
|
||||||
#print("doing this? ")
|
# #print("doing this? ")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -45,7 +45,8 @@ func copy(state: State) -> void:
|
||||||
return
|
return
|
||||||
|
|
||||||
func enter() -> void:
|
func enter() -> void:
|
||||||
print("Got call to enter state ", name)
|
if debug_state:
|
||||||
|
print("Got call to enter state ", name)
|
||||||
if state_timeout != null:
|
if state_timeout != null:
|
||||||
print(name, "-Starting Timer")
|
print(name, "-Starting Timer")
|
||||||
state_timeout.start()
|
state_timeout.start()
|
||||||
|
|
|
||||||
|
|
@ -27,9 +27,9 @@ var animation_finished: bool = false
|
||||||
# Not sure if this should be here. probably not
|
# Not sure if this should be here. probably not
|
||||||
export(Array, String) var animation_sequence
|
export(Array, String) var animation_sequence
|
||||||
|
|
||||||
# Modifiers may not be needed anymore.
|
## Modifiers may not be needed anymore.
|
||||||
var modifier: StateModifier
|
#var modifier: StateModifier
|
||||||
var physics_modifier :StateModifier
|
#var physics_modifier :StateModifier
|
||||||
|
|
||||||
|
|
||||||
func enter() -> void:
|
func enter() -> void:
|
||||||
|
|
@ -41,16 +41,16 @@ func enter() -> void:
|
||||||
|
|
||||||
return
|
return
|
||||||
|
|
||||||
func transfer_modifiers(exiting_state_modifier : StateModifier):
|
#func transfer_modifiers(exiting_state_modifier : StateModifier):
|
||||||
if modifier == null: # We have no existing modifier applied.
|
# if modifier == null: # We have no existing modifier applied.
|
||||||
match exiting_state_modifier.modifier_type:
|
# match exiting_state_modifier.modifier_type:
|
||||||
exiting_state_modifier.TYPE.ANIMATION_SUFFIX:
|
# exiting_state_modifier.TYPE.ANIMATION_SUFFIX:
|
||||||
if debug_state:
|
# if debug_state:
|
||||||
print("Transferring Animation Suffix")
|
# print("Transferring Animation Suffix")
|
||||||
modifier = exiting_state_modifier
|
# modifier = exiting_state_modifier
|
||||||
exiting_state_modifier.TYPE.EXIT_ANIMATION:
|
# exiting_state_modifier.TYPE.EXIT_ANIMATION:
|
||||||
if debug_state:
|
# if debug_state:
|
||||||
print("Exit Animation: well this was useless.")
|
# print("Exit Animation: well this was useless.")
|
||||||
else:
|
# else:
|
||||||
print("Insert modifier merge function here...")
|
# print("Insert modifier merge function here...")
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -18,8 +18,8 @@ var states_index :Dictionary
|
||||||
|
|
||||||
# Initialize the state machine by giving each child state a reference to the
|
# Initialize the state machine by giving each child state a reference to the
|
||||||
# parent object it belongs to and enter the default starting_state.
|
# parent object it belongs to and enter the default starting_state.
|
||||||
func _init() -> void:
|
#func _init() -> void:
|
||||||
print ("init state machine.")
|
# print ("init state machine.")
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
print ("ready state machine.")
|
print ("ready state machine.")
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
class_name StateModifier
|
class_name DumbOldStateModifier
|
||||||
extends Reference
|
extends Reference
|
||||||
## State modification
|
## State modification
|
||||||
##
|
##
|
||||||
|
|
|
||||||
|
|
@ -19,6 +19,11 @@ _global_script_classes=[ {
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
"path": "res://lib/classes/animated_sprite_state_receiver.gd"
|
"path": "res://lib/classes/animated_sprite_state_receiver.gd"
|
||||||
}, {
|
}, {
|
||||||
|
"base": "Reference",
|
||||||
|
"class": "DumbOldStateModifier",
|
||||||
|
"language": "GDScript",
|
||||||
|
"path": "res://lib/classes/state_modifier.gd"
|
||||||
|
}, {
|
||||||
"base": "",
|
"base": "",
|
||||||
"class": "GitAPI",
|
"class": "GitAPI",
|
||||||
"language": "NativeScript",
|
"language": "NativeScript",
|
||||||
|
|
@ -44,6 +49,11 @@ _global_script_classes=[ {
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
"path": "res://lib/templates/Interactable/Interactable_Receiver.gd"
|
"path": "res://lib/templates/Interactable/Interactable_Receiver.gd"
|
||||||
}, {
|
}, {
|
||||||
|
"base": "Node2D",
|
||||||
|
"class": "Level",
|
||||||
|
"language": "GDScript",
|
||||||
|
"path": "res://src/classes/Level.gd"
|
||||||
|
}, {
|
||||||
"base": "Reference",
|
"base": "Reference",
|
||||||
"class": "ModifierProperties",
|
"class": "ModifierProperties",
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
|
|
@ -83,20 +93,17 @@ _global_script_classes=[ {
|
||||||
"class": "StateMachineAnimatedActor",
|
"class": "StateMachineAnimatedActor",
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
"path": "res://lib/classes/state_machine_animated_actor.gd"
|
"path": "res://lib/classes/state_machine_animated_actor.gd"
|
||||||
}, {
|
|
||||||
"base": "Reference",
|
|
||||||
"class": "StateModifier",
|
|
||||||
"language": "GDScript",
|
|
||||||
"path": "res://lib/classes/state_modifier.gd"
|
|
||||||
} ]
|
} ]
|
||||||
_global_script_class_icons={
|
_global_script_class_icons={
|
||||||
"Actor": "",
|
"Actor": "",
|
||||||
"AnimatedSprite_StateReceiver": "",
|
"AnimatedSprite_StateReceiver": "",
|
||||||
|
"DumbOldStateModifier": "",
|
||||||
"GitAPI": "",
|
"GitAPI": "",
|
||||||
"HealthComponent": "",
|
"HealthComponent": "",
|
||||||
"HealthPickup": "",
|
"HealthPickup": "",
|
||||||
"Interactable": "",
|
"Interactable": "",
|
||||||
"Interactable_Receiver": "",
|
"Interactable_Receiver": "",
|
||||||
|
"Level": "",
|
||||||
"ModifierProperties": "",
|
"ModifierProperties": "",
|
||||||
"Modifier_Receiver": "",
|
"Modifier_Receiver": "",
|
||||||
"MovementComponent": "",
|
"MovementComponent": "",
|
||||||
|
|
@ -104,8 +111,7 @@ _global_script_class_icons={
|
||||||
"State": "",
|
"State": "",
|
||||||
"StateAnimatedActor": "",
|
"StateAnimatedActor": "",
|
||||||
"StateMachine": "",
|
"StateMachine": "",
|
||||||
"StateMachineAnimatedActor": "",
|
"StateMachineAnimatedActor": ""
|
||||||
"StateModifier": ""
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[application]
|
[application]
|
||||||
|
|
|
||||||
|
|
@ -2,9 +2,12 @@ extends AnimatedSprite_StateReceiver
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
# Lets see if this nutty thing works
|
# Lets see if this nutty thing works
|
||||||
#var state_ref :State
|
var state_ref :State
|
||||||
#state_ref = get_node(callable_state_machine).get_state_reference('fall')
|
#state_ref = get_node(callable_state_machine).get_state_reference('fall')
|
||||||
#state_ref.connect("state_entered", self, "_on_state_entered_fall")
|
#state_ref.connect("state_entered", self, "_on_state_entered_fall")
|
||||||
|
state_ref = get_node(callable_state_machine).get_state_reference('attack_sword')
|
||||||
|
state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
|
||||||
|
|
||||||
pass
|
pass
|
||||||
|
|
||||||
# I don't need this right now but I proved it can be done!
|
# I don't need this right now but I proved it can be done!
|
||||||
|
|
@ -31,6 +34,15 @@ func _ready():
|
||||||
# frame = 2
|
# frame = 2
|
||||||
# stop()
|
# stop()
|
||||||
|
|
||||||
|
func _on_state_change_idle():
|
||||||
|
change_animation()
|
||||||
|
if previous_state_name == 'attack_sword':
|
||||||
|
animation = 'idle-attack-sword'
|
||||||
|
|
||||||
func _on_state_change_fall():
|
func _on_state_change_fall():
|
||||||
|
change_animation()
|
||||||
frame = 2
|
frame = 2
|
||||||
stop()
|
stop()
|
||||||
|
|
||||||
|
func _on_state_exited_attack_sword():
|
||||||
|
print("you just swung your sword, you should get a modifier.")
|
||||||
|
|
|
||||||
|
|
@ -25,7 +25,7 @@ func get_movement_direction() -> float:
|
||||||
var _wants_jump :bool
|
var _wants_jump :bool
|
||||||
func wants_jump() -> bool:
|
func wants_jump() -> bool:
|
||||||
if Input.is_action_just_pressed("jump_" + str(player_number)):
|
if Input.is_action_just_pressed("jump_" + str(player_number)):
|
||||||
desired_movement_vector.y = 1
|
desired_movement_vector.y = UP
|
||||||
_wants_jump = true
|
_wants_jump = true
|
||||||
return true
|
return true
|
||||||
else:
|
else:
|
||||||
|
|
@ -79,7 +79,6 @@ func wants_roll() -> bool:
|
||||||
#func _state_process_physics_input_move():
|
#func _state_process_physics_input_move():
|
||||||
# get_movement_direction()
|
# get_movement_direction()
|
||||||
|
|
||||||
var physics_delta
|
|
||||||
# Probably better to do it this way then allocating individual
|
# Probably better to do it this way then allocating individual
|
||||||
# state functions that all do the same thing.
|
# state functions that all do the same thing.
|
||||||
func process_physics_input(delta):
|
func process_physics_input(delta):
|
||||||
|
|
@ -94,9 +93,12 @@ func process_physics_input(delta):
|
||||||
wants_dash()
|
wants_dash()
|
||||||
wants_roll()
|
wants_roll()
|
||||||
|
|
||||||
|
func flip_sprite_to_movement_direction():
|
||||||
|
if desired_movement_vector.x != 0.0:
|
||||||
|
parent.transform.x.x = desired_movement_vector.x
|
||||||
|
|
||||||
func _state_process_physics_idle():
|
func _state_process_physics_idle():
|
||||||
if desired_movement_vector.y == 1:
|
if desired_movement_vector.y == UP:
|
||||||
request_state_change.call_func('jump')
|
request_state_change.call_func('jump')
|
||||||
|
|
||||||
#TODO: May need that 'bump' logic to make velocity work.
|
#TODO: May need that 'bump' logic to make velocity work.
|
||||||
|
|
@ -137,7 +139,9 @@ func _state_process_physics_roll():
|
||||||
if current_state.animation_finished == true:
|
if current_state.animation_finished == true:
|
||||||
request_state_change.call_func('idle')
|
request_state_change.call_func('idle')
|
||||||
|
|
||||||
move_actor_as_desired(physics_delta, parent.transform.x.x)
|
# Force role in facing direction
|
||||||
|
# instead of movement direction
|
||||||
|
move_actor_as_desired(parent.transform.x.x)
|
||||||
|
|
||||||
if !parent.is_on_floor():
|
if !parent.is_on_floor():
|
||||||
#return fall_state
|
#return fall_state
|
||||||
|
|
@ -151,16 +155,18 @@ func _state_process_physics_land():
|
||||||
if !parent.is_on_floor():
|
if !parent.is_on_floor():
|
||||||
#return fall_state
|
#return fall_state
|
||||||
request_state_change.call_func('fall')
|
request_state_change.call_func('fall')
|
||||||
|
move_actor_as_desired()
|
||||||
|
|
||||||
func _state_process_physics_fall():
|
func _state_process_physics_fall():
|
||||||
if desired_movement_vector.x != 0.0:
|
flip_sprite_to_movement_direction()
|
||||||
parent.transform.x.x = desired_movement_vector.x
|
|
||||||
|
|
||||||
if parent.is_on_floor():
|
if parent.is_on_floor():
|
||||||
#modifier.reference()
|
#modifier.reference()
|
||||||
#idle_state.modifier = landing_modifier
|
#idle_state.modifier = landing_modifier
|
||||||
request_state_change.call_func('land')
|
request_state_change.call_func('land')
|
||||||
|
|
||||||
|
move_actor_as_desired()
|
||||||
|
|
||||||
func _state_process_physics_jump():
|
func _state_process_physics_jump():
|
||||||
if desired_movement_vector.x != 0.0:
|
if desired_movement_vector.x != 0.0:
|
||||||
parent.transform.x.x = desired_movement_vector.x
|
parent.transform.x.x = desired_movement_vector.x
|
||||||
|
|
@ -172,10 +178,14 @@ func _state_process_physics_jump():
|
||||||
#idle_state.modifier = landing_modifier
|
#idle_state.modifier = landing_modifier
|
||||||
request_state_change.call_func('idle')
|
request_state_change.call_func('idle')
|
||||||
|
|
||||||
|
move_actor_as_desired()
|
||||||
|
|
||||||
func _state_process_physics_move():
|
func _state_process_physics_move():
|
||||||
# flip sprite in direction
|
# flip sprite in direction
|
||||||
if desired_movement_vector.x != 0.0:
|
flip_sprite_to_movement_direction()
|
||||||
parent.transform.x.x = desired_movement_vector.x
|
|
||||||
|
if desired_movement_vector.y == UP:
|
||||||
|
request_state_change.call_func('jump')
|
||||||
|
|
||||||
if desired_movement_vector.x == 0:
|
if desired_movement_vector.x == 0:
|
||||||
request_state_change.call_func('idle')
|
request_state_change.call_func('idle')
|
||||||
|
|
@ -183,6 +193,8 @@ func _state_process_physics_move():
|
||||||
if !parent.is_on_floor():
|
if !parent.is_on_floor():
|
||||||
request_state_change.call_func('fall')
|
request_state_change.call_func('fall')
|
||||||
|
|
||||||
|
move_actor_as_desired()
|
||||||
|
|
||||||
#func _on_state_entered_idle():
|
#func _on_state_entered_idle():
|
||||||
# print("Movement State Idle State Entered!")
|
# print("Movement State Idle State Entered!")
|
||||||
|
|
||||||
|
|
|
||||||
19
src/classes/Level.gd
Normal file
|
|
@ -0,0 +1,19 @@
|
||||||
|
class_name Level
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
|
||||||
|
# Declare member variables here. Examples:
|
||||||
|
# var a = 2
|
||||||
|
# var b = "text"
|
||||||
|
|
||||||
|
onready var player_start = $PlayerStart
|
||||||
|
|
||||||
|
|
||||||
|
# Called when the node enters the scene tree for the first time.
|
||||||
|
func _ready():
|
||||||
|
LevelInfo.player_start_position = player_start
|
||||||
|
|
||||||
|
|
||||||
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
|
#func _process(delta):
|
||||||
|
# pass
|
||||||
16
src/levels/TestBox.tscn
Normal file
|
|
@ -0,0 +1,16 @@
|
||||||
|
[gd_scene load_steps=3 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://src/templates/level_templates/LevelTemplate.tscn" type="PackedScene" id=1]
|
||||||
|
[ext_resource path="res://assets/levels/LegacyFantasy-High_Forest/tileset.tres" type="TileSet" id=2]
|
||||||
|
|
||||||
|
[node name="TestBox" instance=ExtResource( 1 )]
|
||||||
|
|
||||||
|
[node name="TileMap Collision" parent="." index="1"]
|
||||||
|
tile_set = ExtResource( 2 )
|
||||||
|
tile_data = PoolIntArray( 0, 4, 65536, 19, 4, 65536, 65536, 4, 65536, 65555, 4, 65536, 131072, 4, 65536, 131091, 4, 65536, 196608, 4, 65536, 196620, 2, 0, 196621, 2, 1, 196622, 2, 2, 196627, 4, 65536, 262144, 4, 0, 262156, 2, 65536, 262157, 2, 65537, 262158, 2, 65538, 262163, 4, 0, 327680, 4, 65536, 327699, 4, 65536, 393216, 4, 65536, 393235, 4, 65536, 458752, 4, 65536, 458771, 4, 65536, 589823, 0, 1, 524288, 4, 131072, 524289, 0, 3, 524290, 0, 1, 524291, 0, 2, 524292, 0, 3, 524293, 0, 1, 524294, 0, 2, 524295, 0, 3, 524296, 0, 1, 524297, 0, 2, 524298, 0, 3, 524299, 0, 1, 524300, 0, 2, 524301, 0, 3, 524302, 0, 1, 524303, 0, 2, 524304, 0, 3, 524305, 0, 1, 524306, 0, 2, 524307, 4, 131072, 524308, 0, 1, 524309, 0, 2, 524310, 0, 3, 655359, 0, 65537, 589824, 0, 65538, 589825, 0, 65539, 589826, 0, 65537, 589827, 0, 65538, 589828, 0, 65539, 589829, 0, 65537, 589830, 0, 65538, 589831, 0, 65539, 589832, 0, 65537, 589833, 0, 65538, 589834, 0, 65539, 589835, 0, 65537, 589836, 0, 65538, 589837, 0, 65539, 589838, 0, 65537, 589839, 0, 65538, 589840, 0, 65539, 589841, 0, 65537, 589842, 0, 65538, 589843, 0, 65539, 589844, 0, 65537, 589845, 0, 65538, 589846, 0, 65539, 720895, 0, 131073, 655360, 0, 131074, 655361, 0, 131075, 655362, 0, 131073, 655363, 0, 131074, 655364, 0, 131075, 655365, 0, 131073, 655366, 0, 131074, 655367, 0, 131075, 655368, 0, 131073, 655369, 0, 131074, 655370, 0, 131075, 655371, 0, 131073, 655372, 0, 131074, 655373, 0, 131075, 655374, 0, 131073, 655375, 0, 131074, 655376, 0, 131075, 655377, 0, 131073, 655378, 0, 131074, 655379, 0, 131075, 655380, 0, 131073, 655381, 0, 131074, 655382, 0, 131075, 786431, 0, 196609, 720896, 0, 196610, 720897, 0, 196611, 720898, 0, 196609, 720899, 0, 196610, 720900, 0, 196611, 720901, 0, 196609, 720902, 0, 196610, 720903, 0, 196611, 720904, 0, 196609, 720905, 0, 196610, 720906, 0, 196611, 720907, 0, 196609, 720908, 0, 196610, 720909, 0, 196611, 720910, 0, 196609, 720911, 0, 196610, 720912, 0, 196611, 720913, 0, 196609, 720914, 0, 196610, 720915, 0, 196611, 720916, 0, 196609, 720917, 0, 196610, 720918, 0, 196611, 851967, 0, 262145, 786432, 0, 262146, 786433, 0, 262147, 786434, 0, 262145, 786435, 0, 262146, 786436, 0, 262147, 786437, 0, 262145, 786438, 0, 262146, 786439, 0, 262147, 786440, 0, 262145, 786441, 0, 262146, 786442, 0, 262147, 786443, 0, 262145, 786444, 0, 262146, 786445, 0, 262147, 786446, 0, 262145, 786447, 0, 262146, 786448, 0, 262147, 786449, 0, 262145, 786450, 0, 262146, 786451, 0, 262147, 786452, 0, 262145, 786453, 0, 262146, 786454, 0, 262147 )
|
||||||
|
|
||||||
|
[node name="TileMap Foreground" parent="." index="2"]
|
||||||
|
tile_set = ExtResource( 2 )
|
||||||
|
collision_layer = 0
|
||||||
|
collision_mask = 0
|
||||||
|
tile_data = PoolIntArray( 524288, 0, 2, 524307, 0, 3 )
|
||||||
23
src/templates/level_templates/LevelTemplate.tscn
Normal file
|
|
@ -0,0 +1,23 @@
|
||||||
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://src/classes/Level.gd" type="Script" id=1]
|
||||||
|
|
||||||
|
[node name="LevelTemplate" type="Node2D"]
|
||||||
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
|
[node name="TileMap Background" type="TileMap" parent="."]
|
||||||
|
z_index = -1
|
||||||
|
cell_size = Vector2( 16, 16 )
|
||||||
|
format = 1
|
||||||
|
|
||||||
|
[node name="TileMap Collision" type="TileMap" parent="."]
|
||||||
|
cell_size = Vector2( 16, 16 )
|
||||||
|
show_collision = true
|
||||||
|
format = 1
|
||||||
|
|
||||||
|
[node name="TileMap Foreground" type="TileMap" parent="."]
|
||||||
|
z_index = 1
|
||||||
|
cell_size = Vector2( 16, 16 )
|
||||||
|
format = 1
|
||||||
|
|
||||||
|
[node name="PlayerStart" type="Position2D" parent="."]
|
||||||