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No commits in common. "2e30a20389b590fb43c8042a8d8143ad90b6900a" and "a0d3ded1853a0a1bf50645d62b4d62711155f73b" have entirely different histories.
2e30a20389
...
a0d3ded185
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@ -25,4 +25,3 @@ script = ExtResource( 1 )
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name = "mushroom"
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inventory_icon = ExtResource( 3 )
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in_game_sprite = SubResource( 3 )
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consumable = true
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Binary file not shown.
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Before Width: | Height: | Size: 153 B |
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@ -1,35 +0,0 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/fist.png-706e5fdb4c3a8f903a9552e9097a3a72.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/items/fist.png"
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dest_files=[ "res://.import/fist.png-706e5fdb4c3a8f903a9552e9097a3a72.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -1,10 +0,0 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://src/classes/item.gd" type="Script" id=1]
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[ext_resource path="res://assets/items/fist.png" type="Texture" id=2]
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[resource]
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script = ExtResource( 1 )
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name = "punch"
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inventory_icon = ExtResource( 2 )
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consumable = false
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Binary file not shown.
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Before Width: | Height: | Size: 179 B |
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@ -1,35 +0,0 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/sword.png-847a038487b8fb3480b77e98fb70eb52.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/items/sword.png"
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dest_files=[ "res://.import/sword.png-847a038487b8fb3480b77e98fb70eb52.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -10,7 +10,6 @@ export var debug_state_machine: bool = false
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signal state_changed(old_state_name, new_state)
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signal modifiers_updated(modifier_type, modifier_eventid)
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var current_state: State
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var state_modifiers: Array
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onready var merged_animation_state_modifiers :StateModifierAnimatedActor = StateModifierAnimatedActor.new()
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@ -97,15 +96,6 @@ func change_to_known_state(new_state_name: String) -> void:
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push_warning(get_parent().name + ": Attempt to switch state to unknown: " + new_state_name)
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change_state(states_index["default"])
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func check_parent_before_state_change(new_state_name: String) -> bool:
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##TODO: Make this a verifiable funcref or something
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if get_parent().has_method("check_state_change"):
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var _check_result = get_parent().check_state_change(new_state_name)
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if _check_result:
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change_to_known_state(new_state_name)
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return true
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return false
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func get_state_reference(state_name: String) -> State:
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print ("what you want? ", state_name)
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if states_index.has(state_name):
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@ -1,7 +1,5 @@
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extends Movement_StateReceiver
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var parent_request_state_change :FuncRef
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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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@ -9,7 +7,7 @@ func _ready():
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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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parent_request_state_change = funcref(get_node(callable_state_machine), 'check_parent_before_state_change')
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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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@ -43,13 +41,13 @@ func wants_crouch() -> bool:
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_wants_crouch = false
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return false
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var _wants_attack_primary :bool
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func wants_attack_primary() -> bool:
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var _wants_shoot :bool
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func wants_shoot() -> bool:
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if Input.is_action_just_pressed("attack_" + str(player_number)):
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_wants_attack_primary = true
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_wants_shoot = true
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return true
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else:
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_wants_attack_primary = false
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_wants_shoot = false
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return false
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var _wants_attack_secondary :bool
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@ -107,7 +105,7 @@ func process_physics_input(delta):
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get_movement_direction()
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wants_jump()
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wants_crouch()
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wants_attack_primary()
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wants_shoot()
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wants_attack_secondary()
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wants_dash()
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wants_roll()
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@ -134,32 +132,15 @@ func _state_process_physics_idle():
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if _wants_roll == true:
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request_state_change.call_func('roll')
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if _wants_attack_primary == true:
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#request_state_change.call_func('attack_shoot')
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attack_primary()
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if _wants_shoot == true:
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request_state_change.call_func('attack_shoot')
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if _wants_attack_secondary == true:
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#parent_request_state_change.call_func('attack_sword')
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attack_secondary()
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request_state_change.call_func('attack_sword')
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if $"../LadderDetector".is_colliding() and _wants_climb == true:
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request_state_change.call_func('climb')
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func attack_primary():
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##Another thing I wish I could avoid the funcref or string call
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if get_parent().has_method("primary_item"):
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var _item_state_name :String = get_parent().primary_item()
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if _item_state_name != '':
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request_state_change.call_func(_item_state_name)
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func attack_secondary():
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if get_parent().has_method("secondary_item"):
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var _item_state_name :String = get_parent().secondary_item()
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if _item_state_name != '':
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request_state_change.call_func(_item_state_name)
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func _state_process_physics_attack_shoot():
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if current_state.animation_finished == true:
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request_state_change.call_func('idle')
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@ -168,13 +149,6 @@ func _state_process_physics_attack_shoot():
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#return fall_state
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request_state_change.call_func('fall')
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func _state_process_physics_attack_punch():
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if current_state.animation_finished == true:
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request_state_change.call_func('idle')
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if !parent.is_on_floor():
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#return fall_state
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request_state_change.call_func('fall')
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func _state_process_physics_attack_sword():
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if current_state.animation_finished == true:
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@ -8,7 +8,7 @@ export var player_number: int = 1
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onready var player_inventory :InventoryManager = InventoryManager.new()
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var punch_item :Item = preload("res://assets/items/punch.tres")
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#var mushroom :Item = preload("res://assets/items/doodad.tres")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -17,8 +17,8 @@ func _ready():
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# Set initial player position in world.
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global_position = LevelInfo.player_start_position
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player_inventory.add_to_inventory(punch_item)
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player_inventory.select_primary(punch_item)
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# player_inventory.add_to_inventory(mushroom)
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# player_inventory.select_primary(mushroom)
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@ -56,41 +56,6 @@ func touch_the_thing(the_thing: Interactable) -> bool:
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the_thing.trigger_interaction()
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if the_thing is ItemPickup:
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player_inventory.add_to_inventory(the_thing.item)
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player_inventory.select_secondary(the_thing.item)
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player_inventory.select_primary(the_thing.item)
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the_thing.trigger_interaction()
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return true
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var state_to_item_map :Dictionary = {
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"sword": "attack_sword" ,
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"gun": "attack_shoot",
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"punch" : "attack_punch",
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"mushroom" : "attack_shoot"
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}
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##TODO: We need to find a way to 'use' the item.
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func primary_item() -> String:
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if player_inventory.primary_selection.consumable == false:
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if state_to_item_map.has(player_inventory.primary_selection.name):
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
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return state_to_item_map[player_inventory.primary_selection.name]
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return ''
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func secondary_item() -> String:
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if player_inventory.secondary_selection != null: # Have to make sure we even have a second
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var _item_name :String = player_inventory.secondary_selection.name
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if state_to_item_map.has(_item_name):
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player_inventory.remove_from_inventory(player_inventory.secondary_selection)
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return state_to_item_map[_item_name]
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return ''
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func check_state_change(_new_state_name: String) -> bool:
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match _new_state_name:
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"attack_sword":
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print("nope.")
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return false
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"attack_shoot":
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return true
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_: # None
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return true
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return true
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@ -1,4 +1,4 @@
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[gd_scene load_steps=34 format=2]
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[gd_scene load_steps=33 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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@ -26,7 +26,6 @@
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[ext_resource path="res://lib/classes/sound_effect_state_frame.gd" type="Script" id=24]
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[ext_resource path="res://assets_tmp/SE/tap.wav" type="AudioStream" id=25]
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[ext_resource path="res://assets_tmp/SE/land.wav" type="AudioStream" id=26]
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[ext_resource path="res://src/actors/players/playerE/states/attack_punch.tres" type="Resource" id=27]
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[sub_resource type="Resource" id=3]
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resource_local_to_scene = true
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@ -79,7 +78,7 @@ player_number = 1
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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 ), ExtResource( 9 ), ExtResource( 7 ), ExtResource( 8 ), ExtResource( 12 ), ExtResource( 11 ), ExtResource( 10 ), ExtResource( 13 ), ExtResource( 14 ), ExtResource( 15 ), SubResource( 3 ), ExtResource( 19 ), ExtResource( 20 ), ExtResource( 22 ), ExtResource( 23 ), ExtResource( 27 ) ]
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states = [ ExtResource( 4 ), ExtResource( 9 ), ExtResource( 7 ), ExtResource( 8 ), ExtResource( 12 ), ExtResource( 11 ), ExtResource( 10 ), ExtResource( 13 ), ExtResource( 14 ), ExtResource( 15 ), SubResource( 3 ), ExtResource( 19 ), ExtResource( 20 ), ExtResource( 22 ), ExtResource( 23 ) ]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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@ -1,17 +0,0 @@
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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 = "attack_punch"
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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 = "attack_punch"
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "attack-punch" ]
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@ -39,21 +39,12 @@ func add_to_inventory(_item :Item) -> int:
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func remove_from_inventory (_item :Item) -> int:
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if _items.has(_item):
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if _item.consumable:
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## Reduce inventory for item
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_items[_item] -= 1
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if _items[_item] == 0: ## Item count 0, no inentory
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if primary_selection == _item:
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primary_selection = null
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if secondary_selection == _item:
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secondary_selection = null
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_items.erase(_item) ## Remove it
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return 0
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else:
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return _items[_item] ## Return item count
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else:
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## Non consumables don't get cleared out.
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return 1
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_items[_item] -= 1
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if _items[_item] == 0:
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_items.erase(_item)
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return 0
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else:
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return _items[_item]
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else:
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return 0
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@ -8,7 +8,6 @@ extends Resource
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export var name :String
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export var inventory_icon :Texture
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export var in_game_sprite :SpriteFrames
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export var consumable :bool = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -16,10 +16,4 @@ func _ready():
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func _process(delta):
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if (PlayerInfo.player_inventory.primary_selection):
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primary_item.texture = PlayerInfo.player_inventory.primary_selection.inventory_icon
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else:
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primary_item.texture = null
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if (PlayerInfo.player_inventory.secondary_selection):
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secondary_item.texture = PlayerInfo.player_inventory.secondary_selection.inventory_icon
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else:
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secondary_item.texture = null
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Reference in New Issue
Block a user