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No commits in common. "ae9256f08325314649ba05679a435d1be35ed0fb" and "d7cb6fa877ce9621553f7966b3ce4357a524f4a2" have entirely different histories.
ae9256f083
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d7cb6fa877
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@ -19,4 +19,3 @@ position = Vector2( 208, 20 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="PlayerE" parent="." instance=ExtResource( 1 )]
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[node name="PlayerE" parent="." instance=ExtResource( 1 )]
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position = Vector2( 112, 56 )
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@ -18,7 +18,7 @@ onready var sound_effect_player: AudioStreamPlayer = $SE_Player
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onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
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onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
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#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
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#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
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onready var movement_state_machine: StateMachine = $Movement_StateMachine
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onready var movement_state_machine: StateMachine = $movement_state_machine
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var sound_effects_dict: Dictionary
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var sound_effects_dict: Dictionary
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@ -34,10 +34,6 @@ func _ready():
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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self.connect("animation_finished",self,"_on_animation_finished")
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self.connect("animation_finished",self,"_on_animation_finished")
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#set current state since State machine might have set state before this
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# processed
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current_state = get_node(callable_state_machine).current_state
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# Sprites should only have a process function
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# Sprites should only have a process function
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# but if I have this will the sprite still animate?
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# but if I have this will the sprite still animate?
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@ -47,10 +43,6 @@ func _process(delta):
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print("You're out of time! I saw it!")
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print("You're out of time! I saw it!")
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request_state_change.call_func('idle')
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request_state_change.call_func('idle')
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#play()
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#play()
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else:
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print("what, no current_state?")
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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process_animations()
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process_animations()
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func _on_animation_finished():
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func _on_animation_finished():
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@ -19,7 +19,7 @@ export var callable_state_machine :NodePath
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var request_state_change: FuncRef
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var request_state_change: FuncRef
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onready var desired_movement_vector: Vector2 = Vector2(0,0)
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onready var desired_movement_vector: Vector2 = Vector2(0,0)
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var current_movement_state: String
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var current_movement_state:String
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# Since animactor state machine can actually view properties from this type
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# Since animactor state machine can actually view properties from this type
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# I'm thinking about moving the velocity tracker in here instead of player.
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# I'm thinking about moving the velocity tracker in here instead of player.
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@ -43,23 +43,19 @@ const RIGHT = 1.0
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func _ready():
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func _ready():
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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current_state = get_node(callable_state_machine).current_state
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############
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############
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# These get called by the parent
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# These get called by the parent
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############
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############
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func process_physics(delta):
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func process_physics(delta):
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move_actor_as_desired(delta)
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move_actor_as_desired(delta)
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if has_method('_state_process_physics_' + current_state.name):
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call('_state_process_physics_' + current_state.name)
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# Shouldn't need a proces function
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# Shouldn't need a proces function
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#func process(delta):
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#func process(delta):
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# pass
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# pass
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func process_input(event: InputEvent):
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func process_input(event: InputEvent):
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if has_method('_state_process_input_' + current_state.name):
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pass
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call('_state_process_input_' + current_state.name)
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############
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############
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@ -76,7 +76,6 @@ func change_to_known_state(new_state_name: String) -> void:
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change_state(states_index["default"])
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change_state(states_index["default"])
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func get_state_reference(state_name: String) -> State:
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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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if states_index.has(state_name):
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return states_index[state_name]
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return states_index[state_name]
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return null
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return null
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@ -1,19 +1,29 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://lib/classes/animated_sprite_state_receiver.gd" type="Script" id=1]
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[ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=2]
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[ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=2]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=4]
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[ext_resource path="res://lib/classes/movement_state_receiver.gd" type="Script" id=5]
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[ext_resource path="res://lib/classes/movement_state_receiver.gd" type="Script" id=5]
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[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
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[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
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[sub_resource type="Resource" id=1]
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script = ExtResource( 4 )
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debug_state = false
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timeout_seconds = 2.0
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name = "idle"
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move_speed = 60.0
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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 = [ "idle", "Max Height" ]
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emitter_frame_subscriptions = {
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}
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[node name="ActorTemplate" type="KinematicBody2D"]
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[node name="ActorTemplate" type="KinematicBody2D"]
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collision_layer = 2
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collision_layer = 2
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script = ExtResource( 8 )
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script = ExtResource( 8 )
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[node name="Movement_StateMachine" type="Node" parent="."]
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script = ExtResource( 2 )
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[node name="AnimatedSprite_StateReceiver" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite_StateReceiver" type="AnimatedSprite" parent="."]
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script = ExtResource( 1 )
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__meta__ = {
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__meta__ = {
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"_aseprite_wizard_config_": {
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"_aseprite_wizard_config_": {
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"layer": "",
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"layer": "",
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@ -27,10 +37,14 @@ __meta__ = {
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"source": ""
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"source": ""
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}
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}
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}
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}
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callable_state_machine = NodePath("../Movement_StateMachine")
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[node name="Movement_StateReceiver" type="Node" parent="."]
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[node name="Movement_StateReceiver" type="Node" parent="."]
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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callable_state_machine = NodePath("../Movement_StateMachine")
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callable_state_machine = NodePath("../Movement_StateMachine")
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[node name="Movement_StateMachine" type="Node" parent="."]
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script = ExtResource( 2 )
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starting_state_name = "idle"
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states = [ SubResource( 1 ) ]
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[node name="SE_Player" type="AudioStreamPlayer" parent="."]
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[node name="SE_Player" type="AudioStreamPlayer" parent="."]
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@ -1,16 +0,0 @@
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extends AnimatedSprite_StateReceiver
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func _ready():
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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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# It works but node order really mattered.
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# State machine needed to be processed first probably for ready function.
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# good to know!
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# I don't need this right now but I proved it can be done!
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#func _state_process_idle():
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# print("I got called!")
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func _on_state_entered_idle():
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print("Anim Knows Idle State Entered!")
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@ -1,22 +0,0 @@
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extends Movement_StateReceiver
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func _ready():
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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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# It works but node order really mattered.
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# State machine needed to be processed first probably for ready function.
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# good to know!
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var fire_a_note:bool = false
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# I don't need this right now but I proved it can be done!
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func _state_process_physics_idle():
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if fire_a_note == true:
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print("I got called! (MC)")
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fire_a_note = false
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func _on_state_entered_idle():
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print("Movement State Idle State Entered!")
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fire_a_note = true
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@ -1,16 +0,0 @@
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extends Actor
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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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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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -1,26 +1,13 @@
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[gd_scene load_steps=8 format=2]
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[gd_scene load_steps=3 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://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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[ext_resource path="res://assets/actors/players/playerE/PlayerE_SpriteFrames.tres" type="SpriteFrames" id=2]
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[ext_resource path="res://src/actors/players/playerE/PlayerE.gd" type="Script" id=3]
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[ext_resource path="res://src/actors/players/playerE/states/idle.tres" type="Resource" id=4]
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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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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 7, 14 )
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[node name="PlayerE" instance=ExtResource( 1 )]
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[node name="PlayerE" instance=ExtResource( 1 )]
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script = ExtResource( 3 )
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actor_type = "Player"
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actor_type = "Player"
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[node name="Movement_StateMachine" parent="." index="0"]
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[node name="AnimatedSprite_StateReceiver" parent="." index="0"]
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starting_state_name = "idle"
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states = [ ExtResource( 4 ) ]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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frames = ExtResource( 2 )
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script = ExtResource( 5 )
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__meta__ = {
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__meta__ = {
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"_aseprite_wizard_config_": {
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"_aseprite_wizard_config_": {
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"layer": "",
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"layer": "",
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@ -34,10 +21,3 @@ __meta__ = {
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"source": "/home/relay01/Assets/Library/Asset Packs 1-5/Asset Packs 1-4 (final)/Asset Pack-V1/Player Run/player run 48x48.aseprite"
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"source": "/home/relay01/Assets/Library/Asset Packs 1-5/Asset Packs 1-4 (final)/Asset Pack-V1/Player Run/player run 48x48.aseprite"
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}
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}
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}
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}
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[node name="Movement_StateReceiver" parent="." index="2"]
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script = ExtResource( 6 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="4"]
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position = Vector2( 0, 2 )
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shape = SubResource( 1 )
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@ -1,18 +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_name = "idle"
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script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 2.0
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name = "idle"
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move_speed = 60.0
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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 = [ "idle" ]
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emitter_frame_subscriptions = {
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}
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Reference in New Issue
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