Cleanup unused, out of date files. Will probably want to look at old player B at some point but player C has had so many improvements but broke compatability.
This commit is contained in:
parent
fbcb5af32d
commit
6e899d1bbf
3
.gitignore
vendored
3
.gitignore
vendored
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@ -2,4 +2,5 @@
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.godot/
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.import/
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.mono/
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addons/
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addons/
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android/build
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@ -9,20 +9,10 @@
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config_version=4
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_global_script_classes=[ {
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"base": "KinematicBody2D",
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"class": "Enemy",
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"language": "GDScript",
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"path": "res://src/enemy/Enemy-KinematicBody2D.gd"
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}, {
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"base": "Reference",
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"class": "Movement",
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"language": "GDScript",
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"path": "res://src/playerB/player_move_component.gd"
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}, {
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"base": "Node",
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"class": "PushdownStateMachine",
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"language": "GDScript",
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"path": "res://src/pushdown_state_machine.gd"
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"path": "res://src/playerC/player_move_component.gd"
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}, {
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"base": "Node",
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"class": "State",
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@ -45,9 +35,7 @@ _global_script_classes=[ {
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"path": "res://src/state_modifier.gd"
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} ]
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_global_script_class_icons={
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"Enemy": "",
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"Movement": "",
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"PushdownStateMachine": "",
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"State": "",
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"StateMachine": "",
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"StateMachineAnimatedActor": "",
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@ -1,140 +0,0 @@
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class_name Enemy extends KinematicBody2D
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enum STATE {IDLE, WANDER, JUMP, FALL, HURT, ATTACK}
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enum STATE_SECONDARY {NONE, SHOOT}
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#const WALK_FORCE = 600
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const WALK_MAX_SPEED = (30*2)
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#const STOP_FORCE = 1300
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const JUMP_SPEED = 270
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var velocity = Vector2()
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var gravity = 60*9.8
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var player_state = STATE.IDLE
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var player_last_state = null
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var animation_play_finished = true
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var flip_direction = false
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onready var _animated_sprite = $AnimatedSprite
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func _physics_process(delta):
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# Horizontal movement
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if player_state != STATE.WANDER and $IdleTimeout.time_left == 0:
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if flip_direction:
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velocity.x = (1 * WALK_MAX_SPEED)
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flip_direction = false
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else:
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velocity.x = (-1 * WALK_MAX_SPEED)
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flip_direction = true
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# Vertical movement code. Apply gravity.
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velocity.y += gravity * delta
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# Move based on the velocity and snap to the ground.
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#velocity = move_and_slide_with_snap(velocity, Vector2.DOWN, Vector2.UP)
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velocity = move_and_slide(velocity, Vector2(0, -1))
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# Animate based on last state and velocity
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if velocity.x > 0 and _animated_sprite.flip_h != true:
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_animated_sprite.flip_h = true
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_animated_sprite.offset.x = 0
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$PlayerDetection.cast_to = Vector2(20,0)
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if velocity.x < 0 and _animated_sprite.flip_h != false:
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_animated_sprite.flip_h = false
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_animated_sprite.offset.x = -18
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$PlayerDetection.cast_to = Vector2(-20,0)
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# forced state changes like falling an gitting hurt
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if velocity.y > 0 and player_state != STATE.JUMP and player_state != STATE.FALL:
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print("STATE_TRANSITION: Fall")
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player_state = STATE.FALL
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if $PlayerDetection.is_colliding():
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player_state = STATE.ATTACK
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player_last_state = null
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velocity.x = 0
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# Each state should trigger its own animation
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match player_state:
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STATE.IDLE:
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# Transitions
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if velocity.y == -JUMP_SPEED:
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print("STATE_TRANSITION: Jump")
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player_last_state = STATE.IDLE
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player_state = STATE.JUMP
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elif velocity.x != 0:
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print("STATE_TRANSITION: Wander")
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player_last_state = STATE.IDLE
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player_state = STATE.WANDER
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# Animation
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if player_last_state != STATE.IDLE:
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_animated_sprite.play("idle")
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player_last_state = STATE.IDLE
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$IdleTimeout.start()
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STATE.JUMP:
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# Transitions
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if is_on_floor():
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print("STATE_TRANSITION: Idle")
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_animated_sprite.play("idle")
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player_last_state = STATE.JUMP
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player_state = STATE.IDLE
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# Animation
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if player_last_state != STATE.JUMP:
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_animated_sprite.play("jump")
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player_last_state = STATE.JUMP
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STATE.FALL:
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# Transitions
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if is_on_floor():
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print("STATE_TRANSITION: Idle")
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_animated_sprite.play("idle")
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player_last_state = STATE.FALL
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player_state = STATE.IDLE
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# Animation
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if player_last_state != STATE.FALL:
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#_animated_sprite.animation = "jump"
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_animated_sprite.frame = 8
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_animated_sprite.stop()
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player_last_state = STATE.FALL
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STATE.WANDER:
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# print (_animated_sprite.animation ) # apparentl playing doesn't stop when loop is disabled.
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# Transitions
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if velocity.y == -JUMP_SPEED:
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print("STATE_TRANSITION: Jump")
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player_last_state = STATE.WANDER
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player_state = STATE.JUMP
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elif velocity.x == 0:
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print("STATE_TRANSITION: Idle")
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player_last_state = STATE.WANDER
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player_state = STATE.IDLE
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# Animation
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if player_last_state != STATE.WANDER:
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$IdleTimeout.start()
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_animated_sprite.play("walk")
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player_last_state = STATE.WANDER
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if $IdleTimeout.time_left == 0:
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$IdleTimeout.start()
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velocity.x = 0
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player_last_state = STATE.WANDER
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player_state = STATE.IDLE
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STATE.ATTACK:
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# Animation
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if player_last_state != STATE.ATTACK:
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$IdleTimeout.start()
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_animated_sprite.play("attack")
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player_last_state = STATE.ATTACK
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if $IdleTimeout.time_left == 0:
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$IdleTimeout.start()
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velocity.x = 0
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player_last_state = STATE.ATTACK
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player_state = STATE.IDLE
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func _on_AnimatedSprite_animation_finished():
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animation_play_finished = true
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#print($AnimatedSprite.animation," anim over ", $IdleTimeout.time_left, animation_play_finished)
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@ -1,159 +0,0 @@
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[gd_scene load_steps=24 format=2]
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[ext_resource path="res://src/enemy/Enemy-KinematicBody2D.gd" type="Script" id=1]
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[sub_resource type="StreamTexture" id=75]
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load_path = "res://.import/botEnemy.png-46efd539a38730ff15fb4ddb087329c6.stex"
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[sub_resource type="AtlasTexture" id=76]
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atlas = SubResource( 75 )
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region = Rect2( 192, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=77]
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atlas = SubResource( 75 )
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region = Rect2( 0, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=78]
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atlas = SubResource( 75 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=79]
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atlas = SubResource( 75 )
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region = Rect2( 96, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=80]
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atlas = SubResource( 75 )
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region = Rect2( 144, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=81]
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atlas = SubResource( 75 )
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region = Rect2( 0, 144, 48, 48 )
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[sub_resource type="AtlasTexture" id=82]
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atlas = SubResource( 75 )
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region = Rect2( 48, 144, 48, 48 )
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[sub_resource type="AtlasTexture" id=83]
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atlas = SubResource( 75 )
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region = Rect2( 96, 144, 48, 48 )
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[sub_resource type="AtlasTexture" id=84]
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atlas = SubResource( 75 )
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region = Rect2( 192, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=85]
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atlas = SubResource( 75 )
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region = Rect2( 0, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=86]
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atlas = SubResource( 75 )
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region = Rect2( 48, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=87]
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atlas = SubResource( 75 )
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region = Rect2( 96, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=88]
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atlas = SubResource( 75 )
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region = Rect2( 144, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=89]
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atlas = SubResource( 75 )
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region = Rect2( 192, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=90]
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atlas = SubResource( 75 )
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region = Rect2( 0, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=91]
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atlas = SubResource( 75 )
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region = Rect2( 48, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=92]
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atlas = SubResource( 75 )
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region = Rect2( 96, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=93]
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atlas = SubResource( 75 )
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region = Rect2( 144, 48, 48, 48 )
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[sub_resource type="SpriteFrames" id=94]
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animations = [ {
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"frames": [ SubResource( 76 ), SubResource( 77 ), SubResource( 78 ), SubResource( 79 ), SubResource( 80 ) ],
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"loop": true,
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"name": "attack",
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"speed": 10.0
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}, {
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"frames": [ SubResource( 81 ), SubResource( 82 ), SubResource( 83 ) ],
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"loop": true,
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"name": "death",
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"speed": 10.0
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}, {
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"frames": [ SubResource( 84 ) ],
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"loop": true,
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"name": "hurt",
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"speed": 10.0
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}, {
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"frames": [ SubResource( 85 ), SubResource( 86 ), SubResource( 87 ) ],
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"loop": true,
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"name": "idle",
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"speed": 10.0
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}, {
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"frames": [ SubResource( 88 ), SubResource( 89 ), SubResource( 90 ), SubResource( 91 ), SubResource( 92 ), SubResource( 93 ) ],
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"loop": true,
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"name": "walk",
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"speed": 10.0
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} ]
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[sub_resource type="RectangleShape2D" id=74]
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extents = Vector2( 12, 18.5 )
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[sub_resource type="RectangleShape2D" id=95]
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extents = Vector2( 9, 16.5 )
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[node name="Enemy" type="KinematicBody2D"]
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collision_layer = 4
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script = ExtResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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position = Vector2( 8, -8 )
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frames = SubResource( 94 )
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animation = "idle"
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playing = true
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flip_h = true
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__meta__ = {
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"_aseprite_wizard_config_": {
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"layer": "",
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"o_ex_p": "",
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"o_folder": "res://assets",
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"o_name": "",
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"only_visible": true,
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"op_exp": false,
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"slice": "",
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"source": "E:/Godot/Art/botEnemy.aseprite"
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}
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}
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( -1, -3.5 )
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shape = SubResource( 74 )
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[node name="IdleTimeout" type="Timer" parent="."]
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wait_time = 2.0
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one_shot = true
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[node name="PlayerDetection" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 20, 0 )
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collision_mask = 2
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[node name="HurtHitbox" type="Area2D" parent="."]
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collision_layer = 160
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collision_mask = 64
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="HurtHitbox"]
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modulate = Color( 1, 0, 0, 1 )
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position = Vector2( -1, -3.5 )
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shape = SubResource( 95 )
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[connection signal="animation_finished" from="AnimatedSprite" to="." method="_on_AnimatedSprite_animation_finished"]
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@ -1,179 +0,0 @@
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extends KinematicBody2D
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var velocity = Vector2(0,0)
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var direction = Vector2(0,0)
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export var player_number: int = 1
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onready var movement_animations: AnimatedSprite = $AnimatedSprite
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onready var movement_state_machine: Node = $Controllers/state_machine
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onready var player_move_component = $Controllers/move_component
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onready var player_hurtbox = $Hurtbox/CollisionShape2D
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onready var gun = $Gun
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func _ready() -> void:
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movement_state_machine.init(self, movement_animations, player_move_component)
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player_move_component.player_number = player_number
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func _unhandled_input(event: InputEvent) -> void:
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movement_state_machine.process_input(event)
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func _physics_process(delta: float) -> void:
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movement_state_machine.process_physics(delta)
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# #TODO: So much hack
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# if direction.x != 0:
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# gun.set_scale( Vector2(direction.x,1))
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if direction.x < 0:
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var t = Transform2D()
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# Translation
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t.origin = Vector2(gun.offset_position.x * -1, gun.offset_position.y)
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gun.transform = t
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elif direction.x > 0:
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var t = Transform2D()
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# Translation
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t.origin = Vector2(gun.offset_position.x, gun.offset_position.y)
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gun.transform = t
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func _process(delta: float) -> void:
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movement_state_machine.process_frame(delta)
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PlayerInfo.player_position = global_position
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func _on_AnimatedSprite_animation_finished():
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if movement_animations.frames.get_animation_loop(movement_animations.animation) == false:
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movement_state_machine.current_state.animation_index += 1
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func _on_Hurtbox_area_entered(area):
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print("Ouch.",area)
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movement_state_machine.change_state($Controllers/state_machine/hurt)
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func set_hurtbox(enabled: bool):
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#player_hurtbox.disabled = enabled #nope
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player_hurtbox.set_deferred("disabled", !enabled) #WTF Apparently this is how to do it
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#$Hurtbox.monitoring = enabled #nope
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#$Hurtbox.set_deferred("monitoring", enabled) #works
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#$Hurtbox.monitoring = false #nope
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#$Hurtbox.set_monitoring(enabled) # Nope
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func shoot_projectile():
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var is_shooting = false
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is_shooting = gun.shoot(direction.x)
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#func _ready():
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# # Static types are necessary here to avoid warnings.
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# var camera: Camera2D = $Camera2D
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# camera.custom_viewport = $"../.."
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# yield(get_tree(), "idle_frame")
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# camera.make_current()
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#
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#func _physics_process(delta):
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# # Horizontal movement
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# velocity.x = (Input.get_axis("ui_left", "ui_right") * WALK_MAX_SPEED)
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#
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# # Vertical movement code. Apply gravity.
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# velocity.y += gravity * delta
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#
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# # Move based on the velocity and snap to the ground.
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# #velocity = move_and_slide_with_snap(velocity, Vector2.DOWN, Vector2.UP)
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# velocity = move_and_slide(velocity, Vector2(0, -1))
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#
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# # Check for jumping. is_on_floor() must be called after movement code.
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# # Apply Jump velocity
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# if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
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# velocity.y = -JUMP_SPEED
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#
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# # Animate based on last state and velocity
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# if velocity.x > 0 and _animated_sprite.flip_h != true:
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# _animated_sprite.flip_h = true
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# if velocity.x < 0 and _animated_sprite.flip_h != false:
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# _animated_sprite.flip_h = false
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#
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# # forced state changes like falling an gitting hurt
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# if velocity.y > 0 and player_state != STATE.JUMP and player_state != STATE.FALL:
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# print("STATE_TRANSITION: Fall")
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# player_state = STATE.FALL
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#
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#
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# # Each state should trigger its own animation
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# match player_state:
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# STATE.IDLE:
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# # Transitions
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# if velocity.y == -JUMP_SPEED:
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# print("STATE_TRANSITION: Jump")
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# player_last_state = STATE.IDLE
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# player_state = STATE.JUMP
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# elif velocity.x != 0:
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# print("STATE_TRANSITION: Run")
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# player_last_state = STATE.IDLE
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# player_state = STATE.RUN
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# # Animation
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# if player_last_state != STATE.IDLE:
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# $IdleTimeout.start()
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# _animated_sprite.play("idle")
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# player_last_state = STATE.IDLE
|
||||
# if $IdleTimeout.time_left == 0 and _animated_sprite.animation != 'blink':
|
||||
# _animated_sprite.play("blink")
|
||||
# animation_play_finished = false
|
||||
# if $IdleTimeout.time_left == 0 and animation_play_finished == true:
|
||||
# $IdleTimeout.start()
|
||||
# _animated_sprite.play("idle")
|
||||
# print("blink over")
|
||||
#
|
||||
# STATE.JUMP:
|
||||
# # Transitions
|
||||
# if is_on_floor():
|
||||
# print("STATE_TRANSITION: Idle")
|
||||
# _animated_sprite.play("idle")
|
||||
# player_last_state = STATE.JUMP
|
||||
# player_state = STATE.IDLE
|
||||
# # Animation
|
||||
# if player_last_state != STATE.JUMP:
|
||||
# _animated_sprite.play("jump")
|
||||
# player_last_state = STATE.JUMP
|
||||
#
|
||||
# STATE.FALL:
|
||||
# # Transitions
|
||||
# if is_on_floor():
|
||||
# print("STATE_TRANSITION: Idle")
|
||||
# _animated_sprite.play("idle")
|
||||
# player_last_state = STATE.FALL
|
||||
# player_state = STATE.IDLE
|
||||
# # Animation
|
||||
# if player_last_state != STATE.FALL:
|
||||
# _animated_sprite.animation = "jump"
|
||||
# _animated_sprite.frame = 8
|
||||
# _animated_sprite.stop()
|
||||
# player_last_state = STATE.FALL
|
||||
#
|
||||
# STATE.RUN:
|
||||
# # print (_animated_sprite.animation ) # apparentl playing doesn't stop when loop is disabled.
|
||||
# # Transitions
|
||||
# if velocity.y == -JUMP_SPEED:
|
||||
# print("STATE_TRANSITION: Jump")
|
||||
# _animated_sprite.play("jump")
|
||||
# player_last_state = STATE.RUN
|
||||
# player_state = STATE.JUMP
|
||||
# elif velocity.x == 0:
|
||||
# print("STATE_TRANSITION: Idle")
|
||||
# _animated_sprite.play("idle")
|
||||
# player_last_state = STATE.RUN
|
||||
# player_state = STATE.IDLE
|
||||
# # Animation
|
||||
# if player_last_state == STATE.IDLE:
|
||||
# _animated_sprite.play("step")
|
||||
# animation_play_finished = false
|
||||
# player_last_state = STATE.RUN
|
||||
# elif animation_play_finished == true:
|
||||
# _animated_sprite.play("run")
|
||||
# animation_play_finished = false
|
||||
#
|
||||
#
|
||||
#func _on_AnimatedSprite_animation_finished():
|
||||
# animation_play_finished = true
|
||||
# print($AnimatedSprite.animation," anim over ", $IdleTimeout.time_left, animation_play_finished)
|
||||
|
||||
|
||||
|
|
@ -1,512 +0,0 @@
|
|||
[gd_scene load_steps=86 format=2]
|
||||
|
||||
[ext_resource path="res://src/playerB/Player-KinematicBody2D.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/playerB/states/idle.gd" type="Script" id=2]
|
||||
[ext_resource path="res://src/state_machine.gd" type="Script" id=3]
|
||||
[ext_resource path="res://src/playerB/states/fall.gd" type="Script" id=4]
|
||||
[ext_resource path="res://src/playerB/states/move.gd" type="Script" id=5]
|
||||
[ext_resource path="res://src/playerB/player_move_component.gd" type="Script" id=6]
|
||||
[ext_resource path="res://src/playerB/states/jump.gd" type="Script" id=7]
|
||||
[ext_resource path="res://src/playerB/states/hurt.gd" type="Script" id=8]
|
||||
[ext_resource path="res://src/playerB/Gun.gd" type="Script" id=9]
|
||||
[ext_resource path="res://src/playerB/states/fire.gd" type="Script" id=10]
|
||||
|
||||
[sub_resource type="StreamTexture" id=75]
|
||||
load_path = "res://.import/MegaMan.png-dc2c293e5a0f5d183ee961942ac90e4a.stex"
|
||||
|
||||
[sub_resource type="AtlasTexture" id=76]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=77]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=78]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=79]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=80]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=81]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=82]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=83]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=84]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=85]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=86]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=87]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=88]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=89]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=90]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=91]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=92]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=93]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=94]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=95]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=96]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=97]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=98]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=99]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=100]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=101]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=102]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=103]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=104]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 320, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=105]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=106]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=107]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=108]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=109]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=110]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=111]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=112]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=113]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=114]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=115]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=116]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=117]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=118]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=119]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=120]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=121]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=122]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=123]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=124]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 192, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=125]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=126]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=127]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=128]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=129]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 320, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=130]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 384, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=131]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 448, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=132]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 0, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=133]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=134]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 384, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=135]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=136]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 448, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=137]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 512, 64, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=138]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 0, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=139]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=140]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=141]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=142]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 128, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=143]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 64, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=144]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 128, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=145]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 192, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=146]
|
||||
atlas = SubResource( 75 )
|
||||
region = Rect2( 256, 256, 64, 64 )
|
||||
|
||||
[sub_resource type="SpriteFrames" id=147]
|
||||
animations = [ {
|
||||
"frames": [ SubResource( 76 ), SubResource( 77 ), SubResource( 78 ) ],
|
||||
"loop": true,
|
||||
"name": "blink",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 79 ), SubResource( 80 ), SubResource( 81 ), SubResource( 82 ) ],
|
||||
"loop": true,
|
||||
"name": "climb",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 83 ), SubResource( 84 ) ],
|
||||
"loop": true,
|
||||
"name": "climb_end",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 85 ) ],
|
||||
"loop": true,
|
||||
"name": "climb_fire",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 86 ), SubResource( 87 ), SubResource( 88 ), SubResource( 86 ) ],
|
||||
"loop": true,
|
||||
"name": "fire",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 89 ), SubResource( 90 ), SubResource( 89 ), SubResource( 91 ), SubResource( 92 ) ],
|
||||
"loop": true,
|
||||
"name": "hit",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 76 ), SubResource( 77 ), SubResource( 78 ) ],
|
||||
"loop": true,
|
||||
"name": "idle",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 93 ), SubResource( 94 ), SubResource( 95 ), SubResource( 96 ), SubResource( 97 ), SubResource( 98 ), SubResource( 98 ), SubResource( 97 ), SubResource( 96 ), SubResource( 95 ), SubResource( 94 ), SubResource( 93 ) ],
|
||||
"loop": true,
|
||||
"name": "jump",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 99 ), SubResource( 100 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ) ],
|
||||
"loop": true,
|
||||
"name": "jump_fire",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 105 ), SubResource( 106 ), SubResource( 105 ), SubResource( 76 ), SubResource( 107 ) ],
|
||||
"loop": true,
|
||||
"name": "look",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 93 ), SubResource( 108 ), SubResource( 109 ), SubResource( 110 ), SubResource( 111 ), SubResource( 112 ), SubResource( 113 ), SubResource( 114 ), SubResource( 115 ), SubResource( 116 ) ],
|
||||
"loop": true,
|
||||
"name": "run",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 99 ), SubResource( 117 ), SubResource( 118 ), SubResource( 119 ), SubResource( 120 ), SubResource( 121 ), SubResource( 122 ), SubResource( 123 ), SubResource( 124 ), SubResource( 125 ) ],
|
||||
"loop": true,
|
||||
"name": "run_fire",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 126 ), SubResource( 127 ), SubResource( 126 ), SubResource( 128 ) ],
|
||||
"loop": true,
|
||||
"name": "slide",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 129 ), SubResource( 130 ), SubResource( 131 ) ],
|
||||
"loop": true,
|
||||
"name": "slide_hit",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 132 ) ],
|
||||
"loop": false,
|
||||
"name": "step",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 133 ) ],
|
||||
"loop": true,
|
||||
"name": "stepfire",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 134 ), SubResource( 135 ), SubResource( 136 ), SubResource( 135 ) ],
|
||||
"loop": true,
|
||||
"name": "stun",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 137 ), SubResource( 138 ), SubResource( 139 ), SubResource( 140 ), SubResource( 141 ), SubResource( 142 ) ],
|
||||
"loop": true,
|
||||
"name": "teleport",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 143 ), SubResource( 144 ), SubResource( 145 ), SubResource( 146 ) ],
|
||||
"loop": true,
|
||||
"name": "throw",
|
||||
"speed": 10.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=74]
|
||||
extents = Vector2( 14, 18.5 )
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=148]
|
||||
extents = Vector2( 11.5, 14.5 )
|
||||
|
||||
[node name="Player" type="KinematicBody2D"]
|
||||
collision_layer = 2
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
|
||||
frames = SubResource( 147 )
|
||||
animation = "idle"
|
||||
frame = 20
|
||||
playing = true
|
||||
flip_h = true
|
||||
__meta__ = {
|
||||
"_aseprite_wizard_config_": {
|
||||
"layer": "",
|
||||
"o_ex_p": "",
|
||||
"o_folder": "res://assets",
|
||||
"o_name": "",
|
||||
"only_visible": true,
|
||||
"op_exp": false,
|
||||
"slice": "",
|
||||
"source": "E:/Godot/Art/MegaMan.aseprite"
|
||||
}
|
||||
}
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
position = Vector2( 0, -3.5 )
|
||||
shape = SubResource( 74 )
|
||||
|
||||
[node name="Controllers" type="Node" parent="."]
|
||||
|
||||
[node name="state_machine" type="Node" parent="Controllers"]
|
||||
script = ExtResource( 3 )
|
||||
starting_state = NodePath("idle")
|
||||
|
||||
[node name="idle" type="Node" parent="Controllers/state_machine"]
|
||||
script = ExtResource( 2 )
|
||||
animation_name = "idle"
|
||||
move_speed = 90.0
|
||||
jump_node = NodePath("../jump")
|
||||
fall_node = NodePath("../fall")
|
||||
move_node = NodePath("../move")
|
||||
fire_node = NodePath("../fire")
|
||||
|
||||
[node name="jump" type="Node" parent="Controllers/state_machine"]
|
||||
script = ExtResource( 7 )
|
||||
animation_name = "jump"
|
||||
move_speed = 90.0
|
||||
idle_node = NodePath("../idle")
|
||||
fall_node = NodePath("../fall")
|
||||
move_node = NodePath("../move")
|
||||
jump_force = 270.0
|
||||
|
||||
[node name="move" type="Node" parent="Controllers/state_machine"]
|
||||
script = ExtResource( 5 )
|
||||
move_speed = 90.0
|
||||
animation_sequence = [ "step", "run" ]
|
||||
jump_node = NodePath("../jump")
|
||||
fall_node = NodePath("../fall")
|
||||
idle_node = NodePath("../idle")
|
||||
dash_node = NodePath(".")
|
||||
|
||||
[node name="fall" type="Node" parent="Controllers/state_machine"]
|
||||
script = ExtResource( 4 )
|
||||
animation_name = "jump"
|
||||
move_speed = 90.0
|
||||
idle_node = NodePath("../idle")
|
||||
move_node = NodePath("../move")
|
||||
|
||||
[node name="hurt" type="Node" parent="Controllers/state_machine"]
|
||||
script = ExtResource( 8 )
|
||||
animation_name = "hit"
|
||||
move_speed = -25.0
|
||||
timeout_seconds = 1.0
|
||||
idle_node = NodePath("../idle")
|
||||
|
||||
[node name="fire" type="Node" parent="Controllers/state_machine"]
|
||||
script = ExtResource( 10 )
|
||||
animation_name = "fire"
|
||||
timeout_seconds = 1.0
|
||||
idle_node = NodePath("../idle")
|
||||
|
||||
[node name="move_component" type="Node" parent="Controllers"]
|
||||
script = ExtResource( 6 )
|
||||
|
||||
[node name="Hurtbox" type="Area2D" parent="."]
|
||||
collision_layer = 16
|
||||
collision_mask = 128
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox"]
|
||||
self_modulate = Color( 1, 0, 0, 1 )
|
||||
position = Vector2( 0, -4 )
|
||||
shape = SubResource( 148 )
|
||||
|
||||
[node name="Gun" type="Position2D" parent="."]
|
||||
physics_interpolation_mode = 1
|
||||
position = Vector2( 25, -5 )
|
||||
script = ExtResource( 9 )
|
||||
|
||||
[node name="Cooldown" type="Timer" parent="Gun"]
|
||||
wait_time = 0.5
|
||||
one_shot = true
|
||||
|
||||
[node name="Line2D" type="Line2D" parent="Gun"]
|
||||
points = PoolVector2Array( -5, 0, 5, 0 )
|
||||
width = 2.0
|
||||
default_color = Color( 1, 0.607843, 0, 1 )
|
||||
|
||||
[connection signal="animation_finished" from="AnimatedSprite" to="." method="_on_AnimatedSprite_animation_finished"]
|
||||
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
|
||||
|
|
@ -1,45 +0,0 @@
|
|||
# You could also declare a class_name for the move state
|
||||
# so you don't have to reference the script directly
|
||||
extends 'res://src/state_machine/states/move.gd'
|
||||
|
||||
@export
|
||||
var move_state: State
|
||||
|
||||
@export
|
||||
var time_to_dash := 0.5
|
||||
|
||||
var dash_timer := 0.0
|
||||
var direction := 1.0
|
||||
|
||||
func enter() -> void:
|
||||
super()
|
||||
dash_timer = time_to_dash
|
||||
|
||||
# Simple check for which direction to dash towards
|
||||
if animations.flip_h:
|
||||
direction = -1
|
||||
else:
|
||||
direction = 1
|
||||
|
||||
# Just to be safe, disable any other inputs
|
||||
func process_input(event: InputEvent) -> State:
|
||||
return null
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
dash_timer -= delta
|
||||
if dash_timer <= 0.0:
|
||||
# Fall back on the default input implementation to
|
||||
# determine where to go next
|
||||
if super.get_movement_input() != 0.0:
|
||||
return move_state
|
||||
return idle_state
|
||||
|
||||
# At this point, run 'process_physics' in the move script as written
|
||||
return super(delta)
|
||||
|
||||
# Override movement inputs
|
||||
func get_movement_input() -> float:
|
||||
return direction
|
||||
|
||||
func get_jump() -> bool:
|
||||
return false
|
||||
|
|
@ -1,42 +0,0 @@
|
|||
extends State
|
||||
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var move_node
|
||||
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
onready var move_state: State = get_node(move_node)
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
animations.frame = 6
|
||||
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
move_component.get_movement_direction()
|
||||
return null
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
parent.velocity.y += gravity * delta
|
||||
|
||||
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:
|
||||
# parent.direction.x = parent.velocity.x
|
||||
|
||||
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
|
||||
|
||||
if parent.is_on_floor():
|
||||
if parent.velocity.x == 0:
|
||||
return move_state
|
||||
return idle_state
|
||||
return null
|
||||
|
|
@ -1,47 +0,0 @@
|
|||
extends State
|
||||
|
||||
export (NodePath) var idle_node
|
||||
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
var can_fire = true
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
parent.set_hurtbox(false)
|
||||
state_timeout.start()
|
||||
can_fire = true
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
# if move_component.get_movement_direction() != 0.0:
|
||||
# return move_state
|
||||
|
||||
# move_component.wants_jump()
|
||||
move_component.get_movement_direction()
|
||||
|
||||
# if Input.is_action_just_pressed('dash'):
|
||||
# return dash_state
|
||||
return null
|
||||
|
||||
func process_frame(delta: float) -> State:
|
||||
if state_timeout.time_left == 0:
|
||||
return idle_state
|
||||
return null
|
||||
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
if can_fire: # trying to do this in the physics because irrecular behavior
|
||||
parent.shoot_projectile()
|
||||
can_fire = false
|
||||
|
||||
parent.velocity.y += gravity * delta
|
||||
parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
|
||||
# if move_component.flipped_sprite == true:
|
||||
# animations.flip_h = parent.direction.x > 0
|
||||
# else:
|
||||
# animations.flip_h = parent.direction.x < 0
|
||||
|
||||
|
||||
return null
|
||||
|
||||
|
|
@ -1,36 +0,0 @@
|
|||
extends State
|
||||
|
||||
export (NodePath) var idle_node
|
||||
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
parent.velocity.x = 0
|
||||
parent.set_hurtbox(false)
|
||||
#TODO: Error check if timer was actually instanced
|
||||
state_timeout.start()
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
# move_component.wants_jump()
|
||||
move_component.get_movement_direction()
|
||||
|
||||
return null
|
||||
|
||||
|
||||
func process_frame(delta: float) -> State:
|
||||
if state_timeout.time_left == 0:
|
||||
return idle_state
|
||||
return null
|
||||
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
parent.velocity.y += gravity * delta
|
||||
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
if (parent.direction.x > 0):
|
||||
parent.velocity.x = 1 * move_speed
|
||||
else:
|
||||
parent.velocity.x = -1 * move_speed
|
||||
parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
|
||||
return null
|
||||
|
|
@ -1,47 +0,0 @@
|
|||
extends State
|
||||
|
||||
export (NodePath) var jump_node
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var move_node
|
||||
export (NodePath) var fire_node
|
||||
|
||||
onready var jump_state: State = get_node(jump_node)
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var move_state: State = get_node(move_node)
|
||||
onready var fire_state: State = get_node(fire_node)
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
parent.set_hurtbox(true)
|
||||
parent.velocity.x = 0
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
# if get_jump() and parent.is_on_floor():
|
||||
# return jump_state
|
||||
|
||||
if move_component.wants_jump() and parent.is_on_floor():
|
||||
return jump_state
|
||||
# if move_component.get_movement_direction() != 0.0:
|
||||
# return move_state
|
||||
if move_component.wants_shoot():
|
||||
return fire_state
|
||||
|
||||
# move_component.wants_jump()
|
||||
move_component.get_movement_direction()
|
||||
|
||||
# if Input.is_action_just_pressed('dash'):
|
||||
# return dash_state
|
||||
return null
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
parent.velocity.y += gravity * delta
|
||||
#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 move_state
|
||||
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
return null
|
||||
|
|
@ -1,47 +0,0 @@
|
|||
extends State
|
||||
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var move_node
|
||||
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var move_state: State = get_node(move_node)
|
||||
|
||||
|
||||
export var jump_force: float = 900.0
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
parent.velocity.y = -jump_force
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
move_component.get_movement_direction()
|
||||
return null
|
||||
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
parent.velocity.y += gravity * delta
|
||||
|
||||
if parent.velocity.y > 0:
|
||||
return fall_state
|
||||
|
||||
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:
|
||||
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
|
||||
|
||||
if parent.is_on_floor():
|
||||
if parent.velocity.x == 0:
|
||||
return move_state
|
||||
return idle_state
|
||||
|
||||
return null
|
||||
|
|
@ -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
|
||||
|
|
@ -1,16 +1,14 @@
|
|||
[gd_scene load_steps=89 format=2]
|
||||
[gd_scene load_steps=87 format=2]
|
||||
|
||||
[ext_resource path="res://src/playerC/Player-KinematicBody2D.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/playerC/states/idle.gd" type="Script" id=2]
|
||||
[ext_resource path="res://src/state_machine.gd" type="Script" id=3]
|
||||
[ext_resource path="res://src/playerC/states/fall.gd" type="Script" id=4]
|
||||
[ext_resource path="res://src/playerC/states/move.gd" type="Script" id=5]
|
||||
[ext_resource path="res://src/playerB/player_move_component.gd" type="Script" id=6]
|
||||
[ext_resource path="res://src/playerC/player_move_component.gd" type="Script" id=6]
|
||||
[ext_resource path="res://src/playerC/states/jump.gd" type="Script" id=7]
|
||||
[ext_resource path="res://src/playerC/states/hurt.gd" type="Script" id=8]
|
||||
[ext_resource path="res://src/playerC/Gun.gd" type="Script" id=9]
|
||||
[ext_resource path="res://src/playerC/states/fire.gd" type="Script" id=10]
|
||||
[ext_resource path="res://src/playerC/states/none.gd" type="Script" id=11]
|
||||
[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=12]
|
||||
[ext_resource path="res://src/state_modifier.gd" type="Script" id=13]
|
||||
[ext_resource path="res://src/state_machine_animated_actor.gd" type="Script" id=14]
|
||||
|
|
@ -504,12 +502,6 @@ animation_name = "_fire"
|
|||
timeout_seconds = 2.0
|
||||
animation_suffix = true
|
||||
|
||||
[node name="AttackStateMachine" type="Node" parent="Controllers"]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="none" type="Node" parent="Controllers/AttackStateMachine"]
|
||||
script = ExtResource( 11 )
|
||||
|
||||
[node name="Hurtbox_Component" parent="." instance=ExtResource( 12 )]
|
||||
|
||||
[node name="Gun" type="Position2D" parent="."]
|
||||
|
|
|
|||
|
|
@ -1,45 +0,0 @@
|
|||
# You could also declare a class_name for the move state
|
||||
# so you don't have to reference the script directly
|
||||
extends 'res://src/state_machine/states/move.gd'
|
||||
|
||||
@export
|
||||
var move_state: State
|
||||
|
||||
@export
|
||||
var time_to_dash := 0.5
|
||||
|
||||
var dash_timer := 0.0
|
||||
var direction := 1.0
|
||||
|
||||
func enter() -> void:
|
||||
super()
|
||||
dash_timer = time_to_dash
|
||||
|
||||
# Simple check for which direction to dash towards
|
||||
if animations.flip_h:
|
||||
direction = -1
|
||||
else:
|
||||
direction = 1
|
||||
|
||||
# Just to be safe, disable any other inputs
|
||||
func process_input(event: InputEvent) -> State:
|
||||
return null
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
dash_timer -= delta
|
||||
if dash_timer <= 0.0:
|
||||
# Fall back on the default input implementation to
|
||||
# determine where to go next
|
||||
if super.get_movement_input() != 0.0:
|
||||
return move_state
|
||||
return idle_state
|
||||
|
||||
# At this point, run 'process_physics' in the move script as written
|
||||
return super(delta)
|
||||
|
||||
# Override movement inputs
|
||||
func get_movement_input() -> float:
|
||||
return direction
|
||||
|
||||
func get_jump() -> bool:
|
||||
return false
|
||||
|
|
@ -1 +0,0 @@
|
|||
extends State
|
||||
|
|
@ -1,46 +0,0 @@
|
|||
class_name PushdownStateMachine extends Node
|
||||
|
||||
export (NodePath) var starting_state
|
||||
|
||||
var current_state: State
|
||||
var state_stack = []
|
||||
|
||||
# Initialize the state machine by giving each child state a reference to the
|
||||
# parent object it belongs to and enter the default starting_state.
|
||||
func init(parent: KinematicBody2D, animations: AnimatedSprite, move_component) -> void:
|
||||
for child in get_children():
|
||||
child.parent = parent
|
||||
child.animations = animations
|
||||
child.move_component = move_component
|
||||
|
||||
# Initialize to the default state
|
||||
change_state(get_node(starting_state))
|
||||
|
||||
# Change to the new state by first calling any exit logic on the current state.
|
||||
func change_state(new_state: State) -> void:
|
||||
if current_state:
|
||||
current_state.exit()
|
||||
|
||||
current_state = new_state
|
||||
current_state.enter()
|
||||
|
||||
func push_state(new_state: State) -> void:
|
||||
state_stack.push_front(new_state)
|
||||
|
||||
|
||||
# Pass through functions for the Player to call,
|
||||
# handling state changes as needed.
|
||||
func process_physics(delta: float) -> void:
|
||||
var new_state = current_state.process_physics(delta)
|
||||
if new_state:
|
||||
change_state(new_state)
|
||||
|
||||
func process_input(event: InputEvent) -> void:
|
||||
var new_state = current_state.process_input(event)
|
||||
if new_state:
|
||||
change_state(new_state)
|
||||
|
||||
func process_frame(delta: float) -> void:
|
||||
var new_state = current_state.process_frame(delta)
|
||||
if new_state:
|
||||
change_state(new_state)
|
||||
Loading…
Reference in New Issue
Block a user