More modular game Actor setup.
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@ -19,10 +19,10 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/playerC/resources/FrameSounds.gd"
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}, {
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"base": "Reference",
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"class": "Movement",
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"base": "Node",
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"class": "MovementComponent",
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"language": "GDScript",
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"path": "res://src/playerC/player_move_component.gd"
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"path": "res://src/movement_component.gd"
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}, {
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"base": "Node",
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"class": "State",
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@ -52,7 +52,7 @@ _global_script_classes=[ {
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_global_script_class_icons={
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"Actor": "",
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"FrameSoundEffects": "",
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"Movement": "",
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"MovementComponent": "",
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"State": "",
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"StateAnimatedActor": "",
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"StateMachine": "",
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40
src/actor.gd
40
src/actor.gd
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@ -1,17 +1,39 @@
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class_name Actor
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extends KinematicBody2D
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var velocity = Vector2(0,0)
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var direction = Vector2(-1,0)
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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export var sprite_facing_right: bool = true
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export(Array, Resource) var SoundEffects
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onready var movement_animations: AnimatedSprite = $AnimatedSprite
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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onready var sound_effect_player = $SE_Player
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onready var movement_state_machine: StateMachineAnimatedActor = $Controllers/state_machine
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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onready var movement_component = $Controllers/move_component
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var sound_effects_dict: Dictionary
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##TODO:
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# Can't seem to implement the ready and process node functions
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# without causing a double run somehow. Not sure why.
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# not a huge deal because this is mostly to help with
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# interfaces for the state machines.
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var last_sound_frame_animation: String = ''
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var last_sound_frame: int = -1
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func play_sound_frame(animation: String, frame: int ):
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##DEBUG:
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#if animation == 'run' and frame == 6:
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# print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
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if animation != last_sound_frame_animation or frame != last_sound_frame:
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last_sound_frame = frame
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last_sound_frame_animation = animation
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var sound_index = animation + str(frame)
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if sound_effects_dict.has(sound_index):
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sound_effect_player.stream = sound_effects_dict[sound_index]
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sound_effect_player.play()
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print("Playing SE: ", sound_index)
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18
src/movement_component.gd
Normal file
18
src/movement_component.gd
Normal file
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@ -0,0 +1,18 @@
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class_name MovementComponent
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extends Node
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var desired_movement_vector: Vector2
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# Return the desired direction of movement for the character
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# in the range [-1, 1], where positive values indicate a desire
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# to move to the right and negative values to the left.
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func get_movement_direction() -> float:
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return 0.0
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# Return a boolean indicating if the character wants to jump
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func wants_jump() -> bool:
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return false
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# Return a boolean indicating if the character wants to jump
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func wants_shoot() -> bool:
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return false
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@ -1,32 +1,17 @@
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extends KinematicBody2D
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var velocity = Vector2(0,0)
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var direction = Vector2(-1,0)
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extends Actor
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export var player_number: int = 1
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export var sprite_facing_right: bool = true
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onready var movement_animations: AnimatedSprite = $AnimatedSprite
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export(Array, Resource) var SoundEffects
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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_Component/CollisionShape2D
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onready var gun = $Gun
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onready var sound_effect_player = $SE_Player
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#var sound_effects = preload("res://src/playerC/resources/sound_effects.tres")
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var sound_effects_dict: Dictionary
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func _ready() -> void:
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movement_state_machine.init_animated_actor(self, movement_animations, player_move_component)
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player_move_component.player_number = player_number
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movement_state_machine.init_animated_actor(self, movement_animations, movement_component)
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movement_component.player_number = player_number
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# Experimenting with sound based resources I did this and it worked
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#sound_effect_player.stream = sound_effects.sounds["pew"]
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@ -94,18 +79,4 @@ func shoot_projectile():
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#func play_sound():
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# sound_effects.stream = "res://assets/Sounds/crappy pew.wav"
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var last_sound_frame_animation: String = ''
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var last_sound_frame: int = -1
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func play_sound_frame(animation: String, frame: int ):
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##DEBUG:
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#if animation == 'run' and frame == 6:
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# print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
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if animation != last_sound_frame_animation or frame != last_sound_frame:
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last_sound_frame = frame
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last_sound_frame_animation = animation
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var sound_index = animation + str(frame)
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if sound_effects_dict.has(sound_index):
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sound_effect_player.stream = sound_effects_dict[sound_index]
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sound_effect_player.play()
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print("Playing SE: ", sound_index)
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@ -13,7 +13,7 @@
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[ext_resource path="res://src/playerC/resources/FrameSounds.gd" type="Script" id=11]
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[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=12]
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[ext_resource path="res://src/state_modifier.gd" type="Script" id=13]
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[ext_resource path="res://src/state_machine_animated_actor.gd" type="Script" id=14]
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[ext_resource path="res://src/playerC/sm.gd" type="Script" id=14]
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[sub_resource type="Resource" id=148]
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script = ExtResource( 11 )
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@ -1,12 +1,10 @@
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class_name Movement
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extends Node
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extends MovementComponent
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export var flipped_sprite: bool = true
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## Deprecated
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#export var flipped_sprite: bool = true
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export var player_number: int = 1
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var desired_movement_vector: Vector2
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# Return the desired direction of movement for the character
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# in the range [-1, 1], where positive values indicate a desire
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# to move to the right and negative values to the left.
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2
src/playerC/sm.gd
Normal file
2
src/playerC/sm.gd
Normal file
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@ -0,0 +1,2 @@
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extends StateMachineAnimatedActor
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@ -29,13 +29,13 @@ func process_physics(delta: float) -> State:
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elif parent.velocity.x < 0:
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parent.direction.x = -1
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if move_component.flipped_sprite == false:
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#parent.scale.x = parent.direction.x * -1
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parent.transform.x.x = parent.direction.x * -1 # -1
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else:
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#parent.scale.x = parent.direction.x
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parent.transform.x.x = parent.direction.x # 1
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parent.transform.x.x = parent.direction.x
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# if move_component.flipped_sprite == false:
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# #parent.scale.x = parent.direction.x * -1
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# parent.transform.x.x = parent.direction.x * -1 # -1
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# else:
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# #parent.scale.x = parent.direction.x
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# parent.transform.x.x = parent.direction.x # 1
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if parent.is_on_floor():
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if parent.velocity.x == 0:
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@ -33,13 +33,13 @@ func process_physics(delta: float) -> State:
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parent.direction.x = 1
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elif parent.velocity.x < 0:
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parent.direction.x = -1
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if move_component.flipped_sprite == false:
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#parent.scale.x = parent.direction.x * -1
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parent.transform.x.x = parent.direction.x * -1 # -1
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else:
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#parent.scale.x = parent.direction.x
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parent.transform.x.x = parent.direction.x # 1
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parent.transform.x.x = parent.direction.x
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# if move_component.flipped_sprite == false:
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# #parent.scale.x = parent.direction.x * -1
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# parent.transform.x.x = parent.direction.x * -1 # -1
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# else:
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# #parent.scale.x = parent.direction.x
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# parent.transform.x.x = parent.direction.x # 1
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if parent.is_on_floor():
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if parent.velocity.x == 0:
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@ -51,19 +51,19 @@ func process_physics(delta: float) -> State:
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elif parent.velocity.x < 0:
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parent.direction.x = -1
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parent.transform.x.x = parent.direction.x
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# if move_component.flipped_sprite == true:
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# animations.flip_h = parent.direction.x > 0
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# else:
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# animations.flip_h = parent.direction.x < 0
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# Attempting to flip based on scale instead of sprite flip so that
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# all children nodes get flipped as well:
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if move_component.flipped_sprite == false:
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#parent.scale.x = parent.direction.x * -1
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parent.transform.x.x = parent.direction.x * -1 # -1
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else:
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#parent.scale.x = parent.direction.x
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parent.transform.x.x = parent.direction.x # 1
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# if move_component.flipped_sprite == false:
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# #parent.scale.x = parent.direction.x * -1
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# parent.transform.x.x = parent.direction.x * -1 # -1
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# else:
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# #parent.scale.x = parent.direction.x
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# parent.transform.x.x = parent.direction.x # 1
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