More Cleanup

This commit is contained in:
Nitsud Yarg 2024-04-25 20:49:45 -07:00
parent e4159c58b9
commit 4bb970187d
20 changed files with 19 additions and 213 deletions

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@ -1,98 +0,0 @@
extends KinematicBody2D
enum STATE {IDLE, RUN, JUMP, FALL, HURT}
enum STATE_SECONDARY {NONE, SHOOT}
class StateMachine:
var primary = STATE.IDLE
var secondary = STATE_SECONDARY.NONE
onready var player_state = StateMachine.new()
onready var player_last_state = StateMachine.new()
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var gravity = 60*9.8
onready var speed = Vector2((30*5), (gravity * 1/2))
#onready var gravity = ProjectSettings.get("physics/2d/default_gravity")
onready var _animated_sprite = $AnimatedSprite
var velocity = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func get_direction():
return Vector2(
Input.get_axis("ui_left", "ui_right"),
-1 if is_on_floor() and Input.is_action_just_pressed("ui_accept") else 0
)
func calculate_move_velocity(
linear_velocity,
direction,
speed
):
var velocity = linear_velocity
velocity.x = speed.x * direction.x
if direction.y != 0.0:
velocity.y = speed.y * direction.y
return velocity
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
var direction = get_direction()
# if not is_on_floor():
# velocity.y += gravity * delta
#
# # Handle jump.
# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# velocity.y += (gravity * -1) * delta
#
# # Get the input direction and handle the movement/deceleration.
# # As good practice, you should replace UI actions with custom gameplay actions.
# var direction = Input.get_axis("ui_left", "ui_right")
# if direction:
# velocity.x = direction * SPEED
# else:
# velocity.x = move_toward(velocity.x, 0, SPEED)
velocity = calculate_move_velocity(velocity, direction, speed)
move_and_slide(velocity, Vector2(0, -1))
# Apply Gravity
velocity.y += gravity * delta
#Animation
if direction.x > 0 and _animated_sprite.flip_h != true:
_animated_sprite.flip_h = true
if direction.x < 0 and _animated_sprite.flip_h != false:
_animated_sprite.flip_h = false
player_state.primary = STATE.IDLE
match player_state.primary:
STATE.IDLE:
if direction.y == 0:
player_state.primary = STATE.FALL
STATE.FALL:
print("Fall")
STATE.RUN:
print("Idle")
if not is_on_floor():
if _animated_sprite.animation != "jump":
_animated_sprite.play("jump")
else:
if direction and _animated_sprite.animation != "run":
print(_animated_sprite.animation, direction)
_animated_sprite.play("run")
elif not direction:
_animated_sprite.play("idle")

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@ -2,7 +2,7 @@
[ext_resource path="res://src/playerB/Player.tscn" type="PackedScene" id=1] [ext_resource path="res://src/playerB/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/Tiles/Assets/Assets.png" type="Texture" id=3] [ext_resource path="res://assets/Tiles/Assets/Assets.png" type="Texture" id=3]
[ext_resource path="res://Position2D.gd" type="Script" id=5] [ext_resource path="res://src/CameraControl-Position2D.gd" type="Script" id=5]
[ext_resource path="res://src/enemyB/Enemy2.tscn" type="PackedScene" id=6] [ext_resource path="res://src/enemyB/Enemy2.tscn" type="PackedScene" id=6]
[sub_resource type="ConvexPolygonShape2D" id=2] [sub_resource type="ConvexPolygonShape2D" id=2]

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Before

Width:  |  Height:  |  Size: 508 B

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@ -1,35 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Smiley.png-21025cc2924b94a90cc7095293287091.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Smiley.png"
dest_files=[ "res://.import/Smiley.png-21025cc2924b94a90cc7095293287091.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -12,24 +12,24 @@ _global_script_classes=[ {
"base": "KinematicBody2D", "base": "KinematicBody2D",
"class": "Enemy", "class": "Enemy",
"language": "GDScript", "language": "GDScript",
"path": "res://Enemy-KinematicBody2D.gd" "path": "res://src/enemy/Enemy-KinematicBody2D.gd"
}, { }, {
"base": "KinematicBody2D", "base": "Reference",
"class": "Enemy2", "class": "Enemy2",
"language": "GDScript", "language": "GDScript",
"path": "res://src/enemyB/Enemy2-KinematicBody2D.gd" "path": "res://src/enemyB/Enemy2-KinematicBody2D.gd"
}, { }, {
"base": "Reference", "base": "Position2D",
"class": "Gun", "class": "Gun",
"language": "GDScript", "language": "GDScript",
"path": "res://src/playerB/Gun.gd" "path": "res://src/playerB/Gun.gd"
}, { }, {
"base": "Node", "base": "Reference",
"class": "Movement", "class": "Movement",
"language": "GDScript", "language": "GDScript",
"path": "res://src/playerB/player_move_component.gd" "path": "res://src/playerB/player_move_component.gd"
}, { }, {
"base": "KinematicBody2D", "base": "Reference",
"class": "Player", "class": "Player",
"language": "GDScript", "language": "GDScript",
"path": "res://src/playerB/Player-KinematicBody2D.gd" "path": "res://src/playerB/Player-KinematicBody2D.gd"

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@ -1,11 +1,11 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://assets/bullet.png" type="Texture" id=1] [ext_resource path="res://src/Projectile.gd" type="Script" id=1]
[ext_resource path="res://Projectile.gd" type="Script" id=2] [ext_resource path="res://assets/bullet.png" type="Texture" id=2]
[sub_resource type="SpriteFrames" id=1] [sub_resource type="SpriteFrames" id=1]
animations = [ { animations = [ {
"frames": [ ExtResource( 1 ) ], "frames": [ ExtResource( 2 ) ],
"loop": true, "loop": true,
"name": "default", "name": "default",
"speed": 5.0 "speed": 5.0
@ -20,7 +20,7 @@ collision_mask = 33
gravity_scale = 0.0 gravity_scale = 0.0
contacts_reported = 2 contacts_reported = 2
contact_monitor = true contact_monitor = true
script = ExtResource( 2 ) script = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."] [node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 1 ) frames = SubResource( 1 )

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@ -1,6 +1,6 @@
[gd_scene load_steps=24 format=2] [gd_scene load_steps=24 format=2]
[ext_resource path="res://Enemy-KinematicBody2D.gd" type="Script" id=1] [ext_resource path="res://src/enemy/Enemy-KinematicBody2D.gd" type="Script" id=1]
[sub_resource type="StreamTexture" id=75] [sub_resource type="StreamTexture" id=75]
load_path = "res://.import/botEnemy.png-46efd539a38730ff15fb4ddb087329c6.stex" load_path = "res://.import/botEnemy.png-46efd539a38730ff15fb4ddb087329c6.stex"

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@ -1,15 +1,15 @@
[gd_scene load_steps=35 format=2] [gd_scene load_steps=35 format=2]
[ext_resource path="res://src/enemyB/Enemy2-KinematicBody2D.gd" type="Script" id=1] [ext_resource path="res://src/enemyB/Enemy2-KinematicBody2D.gd" type="Script" id=1]
[ext_resource path="res://src/states/enemy/fall.gd" type="Script" id=2] [ext_resource path="res://src/enemyB/states/fall.gd" type="Script" id=2]
[ext_resource path="res://src/state_machine.gd" type="Script" id=3] [ext_resource path="res://src/state_machine.gd" type="Script" id=3]
[ext_resource path="res://src/states/enemy/jump.gd" type="Script" id=4] [ext_resource path="res://src/enemyB/states/jump.gd" type="Script" id=4]
[ext_resource path="res://src/states/enemy/move.gd" type="Script" id=5] [ext_resource path="res://src/enemyB/states/move.gd" type="Script" id=5]
[ext_resource path="res://src/states/enemy/wander.gd" type="Script" id=6] [ext_resource path="res://src/enemyB/states/wander.gd" type="Script" id=6]
[ext_resource path="res://src/states/enemy/idle.gd" type="Script" id=7] [ext_resource path="res://src/enemyB/states/idle.gd" type="Script" id=7]
[ext_resource path="res://src/states/enemy/attack.gd" type="Script" id=8] [ext_resource path="res://src/enemyB/states/attack.gd" type="Script" id=8]
[ext_resource path="res://src/playerB/Gun.gd" type="Script" id=9] [ext_resource path="res://src/playerB/Gun.gd" type="Script" id=9]
[ext_resource path="res://src/states/enemy/hurt.gd" type="Script" id=10] [ext_resource path="res://src/enemyB/states/hurt.gd" type="Script" id=10]
[ext_resource path="res://src/enemyB/enemy_move_component.gd" type="Script" id=11] [ext_resource path="res://src/enemyB/enemy_move_component.gd" type="Script" id=11]
[sub_resource type="StreamTexture" id=149] [sub_resource type="StreamTexture" id=149]

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@ -5,7 +5,7 @@ extends Position2D
const BULLET_VELOCITY = 350 const BULLET_VELOCITY = 350
const Bullet = preload("res://Projectile.tscn") const Bullet = preload("res://src/Projectile.tscn")
#onready var sound_shoot = $Shoot #onready var sound_shoot = $Shoot
onready var timer = $Cooldown onready var timer = $Cooldown

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@ -1,61 +0,0 @@
extends State
export (NodePath) var jump_node
export (NodePath) var fall_node
export (NodePath) var idle_node
export (NodePath) var dash_node
onready var jump_state: State = get_node(jump_node)
onready var fall_state: State = get_node(fall_node)
onready var idle_state: State = get_node(idle_node)
onready var dash_state: State = get_node(dash_node)
func process_input(_event: InputEvent) -> State:
if move_component.wants_jump() and parent.is_on_floor():
return jump_state
move_component.get_movement_direction()
return null
func process_physics(delta: float) -> State:
# if move_component.wants_jump() and parent.is_on_floor():
# return jump_state
parent.velocity.y += gravity * delta
# var movement = move_component.get_movement_direction() * move_speed
#
# # only detecting input not actual movement
# if movement == 0:
# return idle_state
# parent.velocity.x = movement
# parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
parent.velocity.x = move_component.desired_movement_vector.x * move_speed
parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
if parent.velocity.x == 0.0:
return idle_state
else:
if parent.velocity.x > 0:
parent.direction.x = 1
elif parent.velocity.x < 0:
parent.direction.x = -1
if move_component.flipped_sprite == true:
animations.flip_h = parent.direction.x > 0
else:
animations.flip_h = parent.direction.x < 0
# Another approach of changing state based on actual achieved velocity
# if parent.velocity.x == 0:
# return idle_state
if !parent.is_on_floor():
return fall_state
return null