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4 changed files with 28 additions and 8 deletions

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@ -30,6 +30,7 @@ var velocity_controller :VelocityController = VelocityController.new()
#var sim_velocity = Vector2(0,0)
var physics_delta:float
var process_delta:float
var state_duration:float = 0.0 ## Tracks how long we've been in state
var modifier: StateModifierMovement
@ -133,6 +134,8 @@ func get_climb_shape_location() -> Vector2:
return Vector2(-1,-1)
func _on_state_change(old_state_name:String, new_state :State):
## Reset State Duration Counter
state_duration = 0.0
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
## Confirmed that I do neet to update the current_state with the passed state.

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@ -9,6 +9,8 @@ var player_number: int = 1
onready var pew_machine = $"%PewMachine"
onready var stamina_component = $"%Stamina_Component"
onready var ladder_detector = $"%LadderDetector"
var state_stamina_cost :Dictionary
@ -58,8 +60,10 @@ var _wants_crouch :bool
func wants_crouch() -> bool:
if Input.is_action_pressed("crouch_" + str(player_number)):
_wants_crouch = true
ladder_detector.position.y = 2
return true
else:
ladder_detector.position.y = 0
_wants_crouch = false
return false
@ -333,6 +337,11 @@ func _state_process_physics_fall():
var foo = $"%LedgeDetector".is_colliding()
var bar = $"%WallDetector".is_colliding()
#parent.get_node("CollisionShape2D").set_deferred("disabled", false)
state_duration += physics_delta
if (state_duration > .25):
parent.set_collision_mask_bit(9,true)
if $"%LedgeDetector".is_colliding() and !$"%WallDetector".is_colliding():
#print("it touched me!")
if debug_component:
@ -442,8 +451,6 @@ func get_climb_shape_location() -> Vector2:
func _state_process_physics_climb():
#$"../LadderDetector".set_enabled(false)
var ladder_location = get_climb_shape_location()
if ladder_location != Vector2(-1,-1):
#UiManager.debug_text = str(ladder_location) + '\n' + str(ladder_location - parent.global_position) #+ '\n' + str(parent.global_position.distance_to(ladder_location))
@ -463,7 +470,7 @@ func _state_process_physics_climb():
return request_state_change.call_func('idle')
if _wants_crouch:
if _wants_jump:
request_state_change.call_func('fall')
return
@ -525,6 +532,12 @@ func _state_process_physics_crouch():
request_state_change.call_func('idle')
return
if _wants_jump == true:
##TODO: Done to drop through one-way floors
#parent.get_node("CollisionShape2D").set_deferred("disabled", true)
parent.set_collision_mask_bit(9,false)
return
if !parent.is_on_floor():
request_state_change.call_func('fall')
return
@ -536,6 +549,10 @@ func _state_process_physics_crouch():
request_state_change.call_func('move')
return
if $"%LadderDetector".is_colliding():
request_state_change.call_func('climb')
return
apply_movement_to_parent(
velocity_controller.calculate_velocity(
physics_delta ,

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@ -14,7 +14,7 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 )
horizontal_speed = 20.0
horizontal_speed = 50.0
horizontal_acceleration = 0.0
horizontal_speed_offset = 0.0
horizontal_speed_offset_acceleration = 0.0

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@ -9,7 +9,7 @@
[sub_resource type="RectangleShape2D" id=2]
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 8, 48 )
extents = Vector2( 8, 40 )
[node name="TC_05" groups=["world"] instance=ExtResource( 1 )]
@ -92,9 +92,9 @@ collision_layer = 1024
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ladders" index="0"]
position = Vector2( 136, 96 )
position = Vector2( 136, 88 )
shape = SubResource( 3 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="Ladders" index="1"]
position = Vector2( 200, 96 )
position = Vector2( 200, 88 )
shape = SubResource( 3 )