From cb851e694a0d4a9df94d070588040043dfda91b5 Mon Sep 17 00:00:00 2001 From: Nitsud Yarg Date: Wed, 19 Jun 2024 23:20:27 -0700 Subject: [PATCH] Fall and attack state improvements. Speed modifier now in move_as_desired function. --- export_presets.cfg | 25 +++++++++++++++++++++++++ src/playerD/states/attack.gd | 2 +- src/playerD/states/fall.gd | 4 ++++ src/playerD/states/jump.gd | 2 ++ src/state_animated_actor.gd | 11 +++++++++++ 5 files changed, 43 insertions(+), 1 deletion(-) diff --git a/export_presets.cfg b/export_presets.cfg index a4c9650..d40444f 100644 --- a/export_presets.cfg +++ b/export_presets.cfg @@ -203,3 +203,28 @@ permissions/write_sms=false permissions/write_social_stream=false permissions/write_sync_settings=false permissions/write_user_dictionary=false + +[preset.1] + +name="Linux/X11" +platform="Linux/X11" +runnable=true +custom_features="" +export_filter="all_resources" +include_filter="" +exclude_filter="" +export_path="build/linux/.x86_64" +script_export_mode=1 +script_encryption_key="" + +[preset.1.options] + +custom_template/debug="" +custom_template/release="" +binary_format/64_bits=true +binary_format/embed_pck=false +texture_format/bptc=false +texture_format/s3tc=true +texture_format/etc=false +texture_format/etc2=false +texture_format/no_bptc_fallbacks=true diff --git a/src/playerD/states/attack.gd b/src/playerD/states/attack.gd index 52c7a72..b6a2fda 100644 --- a/src/playerD/states/attack.gd +++ b/src/playerD/states/attack.gd @@ -45,7 +45,7 @@ func enter() -> void: previous_state_frame_number, " ", previous_state_name) match previous_animation_name: "idle": - animations.play("_shoot") + animations.play("idle_shoot") "run": animations.play("run_shoot") animations.frame = previous_state_frame_number diff --git a/src/playerD/states/fall.gd b/src/playerD/states/fall.gd index 1e12c8b..71b422e 100644 --- a/src/playerD/states/fall.gd +++ b/src/playerD/states/fall.gd @@ -7,6 +7,10 @@ onready var idle_state: State = get_node(idle_node) onready var landing_mod: StateModifier = get_node(landing_node) func enter() -> void: + var landing_mod_index = modifier_stack_ref.rfind(landing_mod) + if landing_mod_index != -1: + #print("You're Supposed to be dead!?: ", landing_mod_index) + modifier_stack_ref.remove(landing_mod_index) .enter() # Jump to fall frame animations.frame = 5 diff --git a/src/playerD/states/jump.gd b/src/playerD/states/jump.gd index b4cc0d5..e4f16ae 100644 --- a/src/playerD/states/jump.gd +++ b/src/playerD/states/jump.gd @@ -23,6 +23,8 @@ func enter() -> void: .enter() if previous_speed_multiplier > 1.0: speed_multiplier = previous_speed_multiplier + else: + speed_multiplier = 1.0 # Apply initial jump velocity on state enter move_component.velocity.y = -jump_force diff --git a/src/state_animated_actor.gd b/src/state_animated_actor.gd index b77f23f..d7595aa 100644 --- a/src/state_animated_actor.gd +++ b/src/state_animated_actor.gd @@ -190,6 +190,17 @@ func process_physics(_delta: float) -> State: func move_actor_as_desired(delta: float): var new_speed = move_speed * speed_multiplier + if speed_multiplier > 1.0: + speed_multiplier -= delta * speed_multiplier + #speed_decay_rate += delta * speed_decay_rate + + elif speed_multiplier < 1.0: + speed_multiplier += delta * speed_multiplier + #speed_decay_rate += delta * speed_decay_rate + + # Deadzone + if speed_multiplier < 1.1 and speed_multiplier > 0.9: + speed_multiplier = 1.0 # if (new_speed > move_speed): # print("Go Faster Booooy! ", move_speed) move_component.velocity.y += gravity * delta