Attempt2/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd

436 lines
13 KiB
GDScript

extends Movement_StateReceiver
var parent_request_state_change :FuncRef
var parent_use_primary_item :FuncRef
var player_number: int = 1
onready var pew_machine = $"%PewMachine"
onready var stamina_component = $"%Stamina_Component"
var state_stamina_cost :Dictionary
func _ready():
var state_ref :State
var state_name :String
state_name = 'jump'
state_ref = get_node(callable_state_machine).get_state_reference(state_name)
#TODO Should probably assert here or something.
state_ref.connect("state_entered", self, "_on_state_entered_" + state_name)
parent_request_state_change = funcref(get_node(callable_state_machine), 'check_parent_before_state_change')
if parent.has_method("use_primary_item"):
parent_use_primary_item = funcref(parent, "use_primary_item")
# Lets see if this nutty thing works
# var state_ref :State = get_node(callable_state_machine).get_state_reference('idle')
# state_ref.connect("state_entered", self, "_on_state_entered_idle")
# It works but node order really mattered.
# State machine needed to be processed first probably for ready function.
# good to know!
player_number = parent.player_number
func get_movement_direction() -> float:
#return Input.get_axis('move_left', 'move_right')
desired_movement_vector.x = Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
return Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
var _wants_jump :bool
func wants_jump() -> bool:
if Input.is_action_just_pressed("jump_" + str(player_number)) and stamina_component.stamina >= state_stamina_cost["jump"]:
desired_movement_vector.y = UP
_wants_jump = true
return true
else:
_wants_jump = false
return false
var _wants_crouch :bool
func wants_crouch() -> bool:
if Input.is_action_pressed("crouch_" + str(player_number)):
_wants_crouch = true
return true
else:
_wants_crouch = false
return false
var _wants_attack_primary :bool
func wants_attack_primary() -> bool:
if Input.is_action_just_pressed("attack_" + str(player_number)):
_wants_attack_primary = true
return true
else:
_wants_attack_primary = false
return false
var _wants_attack_secondary :bool
func wants_attack_secondary() -> bool:
if Input.is_action_just_pressed("attack_secondary_" + str(player_number)):
_wants_attack_secondary = true
return true
else:
_wants_attack_secondary = false
return false
var _wants_dash :bool
func wants_dash() -> bool:
if Input.is_action_just_pressed("dash_" + str(player_number)):
_wants_dash = true
return true
else:
_wants_dash = false
return false
var _wants_roll :bool
func wants_roll() -> bool:
if Input.is_action_just_pressed("dash_" + str(player_number)) and Input.is_action_pressed("move_up_" + str(player_number)):
if parent.enough_stamina_for("roll"):
_wants_roll = true
return true
_wants_roll = false
return false
var _wants_climb :bool
func wants_climb() -> bool:
if Input.is_action_pressed("move_up_" + str(player_number)):
_wants_climb = true
return true
else:
_wants_climb = false
return false
#TODO: This is probably not a good way to do this.
# we want to check input once and make decisions based on
# velocity and desired movement.
#func _state_process_physics_input_idle():
# get_movement_direction()
#
#func _state_process_physics_input_move():
# get_movement_direction()
# Probably better to do it this way then allocating individual
# state functions that all do the same thing.
func process_physics_input(delta):
# call the parent, Which would call the individuals
.process_physics_input(delta)
# then process movement controls
physics_delta = delta
get_movement_direction()
wants_jump()
wants_crouch()
wants_attack_primary()
wants_attack_secondary()
wants_dash()
wants_roll()
wants_climb()
func flip_sprite_to_movement_direction():
if desired_movement_vector.x != 0.0:
parent.transform.x.x = desired_movement_vector.x
func _state_process_physics_idle():
if desired_movement_vector.y == UP:
request_state_change.call_func('jump')
if _wants_crouch == true:
request_state_change.call_func('crouch')
#TODO: May need that 'bump' logic to make velocity work.
if desired_movement_vector.x != 0: # and velocity.x != 0:
request_state_change.call_func('move')
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
if _wants_roll == true:
request_state_change.call_func('roll')
if _wants_attack_primary == true:
#request_state_change.call_func('attack_shoot')
attack_primary()
if _wants_attack_secondary == true:
#parent_request_state_change.call_func('attack_sword')
attack_secondary()
if $"../LadderDetector".is_colliding() and _wants_climb == true:
request_state_change.call_func('climb')
func attack_primary():
##Another thing I wish I could avoid the funcref or string call
# if get_parent().has_method("use_primary_item"):
# var _item_state_name :String = get_parent().use_primary_item()
# if _item_state_name != '':
# request_state_change.call_func(_item_state_name)
if parent_use_primary_item.is_valid():
var _item_state_name :String = parent_use_primary_item.call_func()
if _item_state_name != '':
request_state_change.call_func(_item_state_name)
func attack_secondary():
if get_parent().has_method("use_secondary_item"):
var _item_state_name :String = get_parent().use_secondary_item()
if _item_state_name != '':
request_state_change.call_func(_item_state_name)
func _state_process_physics_attack_shoot():
if pew_machine.timer.time_left == 0:
pew_machine.shoot()
if current_state.animation_finished == true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
func _state_process_physics_attack_punch():
if current_state.animation_finished == true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
func _state_process_physics_attack_sword():
if current_state.animation_finished == true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
func _state_process_physics_roll():
if current_state.animation_finished == true:
request_state_change.call_func('idle')
# Force role in facing direction
# instead of movement direction
move_actor_as_desired(parent.transform.x.x)
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
var level_transition_latch: bool
var level_enter_dir: float
func _on_state_change_enter_right():
#desired_movement_vector.x = RIGHT
## Trying to do this in actor now.
#parent.transform.x.x = RIGHT
level_enter_dir = parent.transform.x.x
level_transition_latch = false
func _state_process_physics_enter_right():
#flip_sprite_to_movement_direction()
if current_state.state_timeout.time_left == 0 and level_transition_latch == false:
##TODO: Optionally flip direction
#parent.transform.x.x = LEFT
## Reset global position.
parent.global_position = LevelInfo.player_start_position
current_state.state_timeout.start()
level_transition_latch = true
elif current_state.state_timeout.time_left == 0 and level_transition_latch == true:
request_state_change.call_func('idle')
# Force role in facing direction
# instead of movement direction
move_actor_as_desired(parent.transform.x.x)
func _state_process_physics_land():
$"../LedgeDetector".set_enabled(true)
if current_state.animation_finished == true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
move_actor_as_desired()
func _state_process_physics_hurt():
if current_state.state_timeout.time_left == 0:
request_state_change.call_func('idle')
# if !parent.is_on_floor():
# #return fall_state
# request_state_change.call_func('fall')
velocity.y += current_state.gravity * physics_delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
velocity.x = parent.transform.x.x * -1 * current_state.horizontal_speed
# if (parent.direction.x > 0):
# parent.velocity.x = 1 * move_speed
# else:
# parent.velocity.x = -1 * move_speed
velocity = parent.move_and_slide(velocity, Vector2(0, -1))
func _state_process_physics_fall():
flip_sprite_to_movement_direction()
if $"../LedgeDetector".is_colliding() and !$"../WallDetector".is_colliding():
#print("it touched me!")
if debug_component:
UiManager.debug_text = (str($"../LedgeDetector".get_collision_point()))
request_state_change.call_func('ledge_grab')
if parent.is_on_floor():
#modifier.reference()
#idle_state.modifier = landing_modifier
request_state_change.call_func('land')
move_actor_as_desired()
func _state_process_physics_jump():
flip_sprite_to_movement_direction()
#Apparently we're instantly landing
# if parent.is_on_floor():
# #modifier.reference()
# #idle_state.modifier = landing_modifier
# request_state_change.call_func('idle')
if velocity.y > 0:
request_state_change.call_func('fall')
move_actor_as_desired()
func _state_process_physics_move():
# flip sprite in direction
flip_sprite_to_movement_direction()
if desired_movement_vector.y == UP:
request_state_change.call_func('jump')
if desired_movement_vector.x == 0:
request_state_change.call_func('idle')
if !parent.is_on_floor():
request_state_change.call_func('fall')
move_actor_as_desired()
func get_climb_shape_location() -> Vector2:
if $"../LadderDetector".is_colliding():
var point: Vector2 = $"../LadderDetector".get_collision_point()
var shape_id = $"../LadderDetector".get_collider_shape()
var object = $"../LadderDetector".get_collider()
# This appears to get the shapes location!
var area = Physics2DServer.area_get_transform(object)
var areashape = Physics2DServer.area_get_shape_transform(object, shape_id)
var y_dir = Input.get_axis("ui_up" , "ui_down")
var global_origin = areashape.origin + area.origin
return Vector2(global_origin.x, y_dir)
else:
return Vector2(-1,-1)
func _state_process_physics_climb():
#$"../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))
# An attempt to snap to the ladder location
if parent.global_position.x != round(ladder_location.x):
parent.global_translate(Vector2(round((ladder_location.x - parent.global_position.x)),(ladder_location.y * current_state.horizontal_speed) * physics_delta))
if ladder_location.y != 0:
#print("singal that I'm climbing?")
current_state.movement_stopped = false
else:
#print("singal that I'm not climbing?")
current_state.movement_stopped = true
# Make sure we hopped the step index
# if animation_index > 0:
# animations.stop()
else:
return request_state_change.call_func('idle')
if _wants_crouch:
request_state_change.call_func('fall')
func _state_process_physics_ledge_grab():
if debug_component:
UiManager.debug_text = (str(velocity))
$"../LedgeDetector".set_enabled(false)
if _wants_jump:
request_state_change.call_func('ledge_climb')
if _wants_crouch:
request_state_change.call_func('fall')
func _state_process_physics_ledge_climb():
# $"../LedgeDetector".set_enabled(false)
if debug_component:
UiManager.debug_text = (str(parent.is_on_floor()) +
str(parent.is_on_wall()) + ")\nV:" + str(velocity))
if current_state.animation_finished == true:
request_state_change.call_func('land')
return
if parent.is_on_wall() == true:
#velocity = parent.move_and_slide(Vector2(10.0,-60.0),Vector2.UP)
parent.move_and_slide(Vector2(sign(parent.transform.x.x) * 10.0,-100.0),Vector2.UP)
else: #parent.is_on_floor() == true:
#velocity = parent.move_and_slide(Vector2(10.0,10.0),Vector2.UP)
parent.move_and_slide(Vector2(sign(parent.transform.x.x) * 60.0,10.0),Vector2.UP)
#velocity = parent.move_and_slide(Vector2(60.0,-60.0),Vector2.UP)
# if parent.is_on_wall() != true:
# #modifier.reference()
# #idle_state.modifier = landing_modifier
# request_state_change.call_func('land')
# return
func _state_process_physics_crouch():
# flip sprite in direction
flip_sprite_to_movement_direction()
if _wants_crouch != true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
request_state_change.call_func('fall')
if _wants_crouch == true and desired_movement_vector.x != 0:
request_state_change.call_func('crouch_move')
elif desired_movement_vector.x != 0: # and velocity.x != 0:
request_state_change.call_func('move')
func _state_process_physics_crouch_move():
# flip sprite in direction
flip_sprite_to_movement_direction()
if _wants_crouch != true:
request_state_change.call_func('idle')
if !parent.is_on_floor():
request_state_change.call_func('fall')
if _wants_crouch == true and desired_movement_vector.x == 0:
request_state_change.call_func('crouch')
elif _wants_crouch != true and desired_movement_vector.x != 0:
request_state_change.call_func('move')
move_actor_as_desired()
#func _on_state_entered_idle():
# print("Movement State Idle State Entered!")
func _on_state_entered_jump():
#TODO: Make this a state variable
# I used to call it 'jump_force' like an idiot.
velocity.y = -200