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No commits in common. "5196b3eb6e4fa086fb791f7cb677f0aeb17e728f" and "49e2030c06281d4ecdffcaa9a2e92286dfd13dad" have entirely different histories.
5196b3eb6e
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49e2030c06
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@ -30,7 +30,6 @@ var velocity_controller :VelocityController = VelocityController.new()
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#var sim_velocity = Vector2(0,0)
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var physics_delta:float
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var process_delta:float
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var state_duration:float = 0.0 ## Tracks how long we've been in state
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var modifier: StateModifierMovement
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@ -134,8 +133,6 @@ func get_climb_shape_location() -> Vector2:
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return Vector2(-1,-1)
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func _on_state_change(old_state_name:String, new_state :State):
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## Reset State Duration Counter
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state_duration = 0.0
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###### State machine
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if new_state is StateAnimatedActor: #Testing this. Update: It works
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## Confirmed that I do neet to update the current_state with the passed state.
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@ -9,8 +9,6 @@ var player_number: int = 1
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onready var pew_machine = $"%PewMachine"
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onready var stamina_component = $"%Stamina_Component"
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onready var ladder_detector = $"%LadderDetector"
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var state_stamina_cost :Dictionary
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@ -60,10 +58,8 @@ var _wants_crouch :bool
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func wants_crouch() -> bool:
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if Input.is_action_pressed("crouch_" + str(player_number)):
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_wants_crouch = true
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ladder_detector.position.y = 2
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return true
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else:
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ladder_detector.position.y = 0
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_wants_crouch = false
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return false
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@ -336,11 +332,6 @@ func _state_process_physics_fall():
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flip_sprite_to_movement_direction()
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var foo = $"%LedgeDetector".is_colliding()
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var bar = $"%WallDetector".is_colliding()
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#parent.get_node("CollisionShape2D").set_deferred("disabled", false)
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state_duration += physics_delta
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if (state_duration > .25):
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parent.set_collision_mask_bit(9,true)
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if $"%LedgeDetector".is_colliding() and !$"%WallDetector".is_colliding():
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#print("it touched me!")
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@ -451,6 +442,8 @@ func get_climb_shape_location() -> Vector2:
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func _state_process_physics_climb():
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#$"../LadderDetector".set_enabled(false)
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var ladder_location = get_climb_shape_location()
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if ladder_location != Vector2(-1,-1):
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#UiManager.debug_text = str(ladder_location) + '\n' + str(ladder_location - parent.global_position) #+ '\n' + str(parent.global_position.distance_to(ladder_location))
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@ -469,8 +462,8 @@ func _state_process_physics_climb():
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else:
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return request_state_change.call_func('idle')
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if _wants_jump:
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if _wants_crouch:
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request_state_change.call_func('fall')
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return
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@ -532,12 +525,6 @@ func _state_process_physics_crouch():
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request_state_change.call_func('idle')
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return
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if _wants_jump == true:
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##TODO: Done to drop through one-way floors
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#parent.get_node("CollisionShape2D").set_deferred("disabled", true)
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parent.set_collision_mask_bit(9,false)
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return
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if !parent.is_on_floor():
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request_state_change.call_func('fall')
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return
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@ -549,10 +536,6 @@ func _state_process_physics_crouch():
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request_state_change.call_func('move')
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return
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if $"%LadderDetector".is_colliding():
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request_state_change.call_func('climb')
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return
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apply_movement_to_parent(
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velocity_controller.calculate_velocity(
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physics_delta ,
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@ -14,7 +14,7 @@ min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 280 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 50.0
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horizontal_speed = 20.0
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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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@ -9,7 +9,7 @@
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[sub_resource type="RectangleShape2D" id=2]
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 8, 40 )
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extents = Vector2( 8, 48 )
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[node name="TC_05" groups=["world"] instance=ExtResource( 1 )]
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@ -92,9 +92,9 @@ collision_layer = 1024
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collision_mask = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Ladders" index="0"]
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position = Vector2( 136, 88 )
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position = Vector2( 136, 96 )
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shape = SubResource( 3 )
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="Ladders" index="1"]
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position = Vector2( 200, 88 )
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position = Vector2( 200, 96 )
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shape = SubResource( 3 )
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