207 lines
5.5 KiB
GDScript
207 lines
5.5 KiB
GDScript
extends Movement_StateReceiver
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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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state_name = 'jump'
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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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# 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 player_number: int = 1
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func get_movement_direction() -> float:
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#return Input.get_axis('move_left', 'move_right')
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desired_movement_vector.x = Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
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return Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
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var _wants_jump :bool
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func wants_jump() -> bool:
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if Input.is_action_just_pressed("jump_" + str(player_number)):
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desired_movement_vector.y = UP
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_wants_jump = true
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return true
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else:
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_wants_jump = false
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return false
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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_shoot = true
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return true
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else:
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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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func wants_attack_secondary() -> bool:
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if Input.is_action_just_pressed("attack_secondary_" + str(player_number)):
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_wants_attack_secondary = true
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return true
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else:
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_wants_attack_secondary = false
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return false
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var _wants_dash :bool
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func wants_dash() -> bool:
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if Input.is_action_just_pressed("dash_" + str(player_number)):
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_wants_dash = true
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return true
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else:
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_wants_dash = false
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return false
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var _wants_roll :bool
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func wants_roll() -> bool:
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if Input.is_action_just_pressed("dash_" + str(player_number)) and Input.is_action_pressed("ui_up"):
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_wants_roll = true
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return true
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else:
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_wants_roll = false
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return false
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#TODO: This is probably not a good way to do this.
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# we want to check input once and make decisions based on
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# velocity and desired movement.
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#func _state_process_physics_input_idle():
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# get_movement_direction()
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#
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#func _state_process_physics_input_move():
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# get_movement_direction()
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# Probably better to do it this way then allocating individual
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# state functions that all do the same thing.
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func process_physics_input(delta):
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# call the parent, Which would call the individuals
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.process_physics_input(delta)
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# then process movement controls
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physics_delta = delta
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get_movement_direction()
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wants_jump()
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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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func flip_sprite_to_movement_direction():
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if desired_movement_vector.x != 0.0:
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parent.transform.x.x = desired_movement_vector.x
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func _state_process_physics_idle():
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if desired_movement_vector.y == UP:
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request_state_change.call_func('jump')
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#TODO: May need that 'bump' logic to make velocity work.
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if desired_movement_vector.x != 0: # and velocity.x != 0:
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request_state_change.call_func('move')
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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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if _wants_roll == true:
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request_state_change.call_func('roll')
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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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request_state_change.call_func('attack_sword')
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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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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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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_roll():
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if current_state.animation_finished == true:
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request_state_change.call_func('idle')
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# Force role in facing direction
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# instead of movement direction
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move_actor_as_desired(parent.transform.x.x)
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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_land():
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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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move_actor_as_desired()
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func _state_process_physics_fall():
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flip_sprite_to_movement_direction()
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if parent.is_on_floor():
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#modifier.reference()
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#idle_state.modifier = landing_modifier
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request_state_change.call_func('land')
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move_actor_as_desired()
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func _state_process_physics_jump():
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if desired_movement_vector.x != 0.0:
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parent.transform.x.x = desired_movement_vector.x
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if velocity.y > 0:
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request_state_change.call_func('fall')
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if parent.is_on_floor():
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#modifier.reference()
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#idle_state.modifier = landing_modifier
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request_state_change.call_func('idle')
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move_actor_as_desired()
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func _state_process_physics_move():
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# flip sprite in direction
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flip_sprite_to_movement_direction()
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if desired_movement_vector.y == UP:
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request_state_change.call_func('jump')
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if desired_movement_vector.x == 0:
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request_state_change.call_func('idle')
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if !parent.is_on_floor():
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request_state_change.call_func('fall')
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move_actor_as_desired()
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#func _on_state_entered_idle():
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# print("Movement State Idle State Entered!")
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func _on_state_entered_jump():
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#TODO: Make this a state variable
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# I used to call it 'jump_force' like an idiot.
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velocity.y = -200
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