Add state modifier stack to pop on/off state changes.
This commit is contained in:
parent
7d35942649
commit
e5e8c030f6
13
Main.tscn
13
Main.tscn
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@ -1,10 +1,8 @@
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[gd_scene load_steps=19 format=2]
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://src/playerB/Player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/playerC/Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://assets/Tiles/Assets/Assets.png" type="Texture" id=3]
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[ext_resource path="res://src/CameraControl-Position2D.gd" type="Script" id=5]
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[ext_resource path="res://src/enemyB/Enemy2.tscn" type="PackedScene" id=6]
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[sub_resource type="ConvexPolygonShape2D" id=2]
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points = PoolVector2Array( 16, 16, 0, 16, 0, 0, 16, 0 )
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@ -145,12 +143,8 @@ __meta__ = {
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"_edit_lock_": true
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}
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[node name="Player" parent="." instance=ExtResource( 1 )]
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position = Vector2( 154, 27 )
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[node name="Player2" parent="." instance=ExtResource( 2 )]
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[node name="Player" parent="." instance=ExtResource( 2 )]
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position = Vector2( 81, 27 )
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player_number = 2
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[node name="CameraControl" type="Position2D" parent="."]
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process_priority = 1
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@ -194,6 +188,3 @@ shape = SubResource( 13 )
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="CameraBoundaries"]
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position = Vector2( 1281, 68 )
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shape = SubResource( 13 )
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[node name="NewEnemy" parent="." instance=ExtResource( 6 )]
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position = Vector2( 400, 81 )
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@ -20,14 +20,32 @@ _global_script_classes=[ {
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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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}, {
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"base": "Node",
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"class": "State",
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"language": "GDScript",
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"path": "res://src/state.gd"
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}, {
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"base": "Node",
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"class": "StateMachine",
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"language": "GDScript",
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"path": "res://src/state_machine.gd"
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}, {
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"base": "Node",
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"class": "StateModifier",
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"language": "GDScript",
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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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"State": ""
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"PushdownStateMachine": "",
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"State": "",
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"StateMachine": "",
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"StateModifier": ""
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}
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[application]
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@ -80,7 +80,7 @@ func jump_to_grid_position():
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else:
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$Camera2D.limit_left = -10000000
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if $Right.is_colliding():
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print("Oh God! No! ", $Right.get_collision_point().x, $Right.global_position)
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#print("Oh God! No! ", $Right.get_collision_point().x, $Right.global_position)
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$Camera2D.limit_right = $Right.get_collision_point().x
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else:
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$Camera2D.limit_right = 10000000
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13
src/components/Hurtbox_Component.tscn
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13
src/components/Hurtbox_Component.tscn
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@ -0,0 +1,13 @@
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[gd_scene load_steps=2 format=2]
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[sub_resource type="RectangleShape2D" id=148]
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extents = Vector2( 11.5, 14.5 )
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[node name="Hurtbox_Component" type="Area2D"]
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collision_layer = 16
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collision_mask = 128
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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self_modulate = Color( 1, 0, 0, 1 )
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position = Vector2( 0, -4 )
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shape = SubResource( 148 )
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@ -5,7 +5,7 @@ export (NodePath) var idle_node
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onready var idle_state: State = get_node(idle_node)
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var can_fire = true
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func enter() -> void:
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func enter(state_modifiers: Array = []) -> void:
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.enter()
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parent.velocity.x = 0
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parent.set_hitbox(false)
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@ -4,7 +4,7 @@ export (NodePath) var idle_node
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onready var idle_state: State = get_node(idle_node)
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func enter() -> void:
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func enter(state_modifiers: Array = []) -> void:
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.enter()
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parent.velocity.x = 0
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parent.set_hurtbox(false)
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@ -14,7 +14,7 @@ onready var fire_state: State = get_node(fire_node)
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onready var wander_state: State = get_node(wander_node)
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onready var attack_state: State = get_node(attack_node)
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func enter() -> void:
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func enter(state_modifiers: Array = []) -> void:
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.enter()
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parent.set_hurtbox(true)
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parent.velocity.x = 0
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@ -11,7 +11,7 @@ onready var move_state: State = get_node(move_node)
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export var jump_force: float = 900.0
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func enter() -> void:
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func enter(state_modifiers: Array = []) -> void:
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.enter()
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parent.velocity.y = -jump_force
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@ -13,7 +13,7 @@ onready var attack_state: State = get_node(attack_node)
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var flip_flop = false
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var move_direction_x = 1.0
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func enter() -> void:
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func enter(state_modifiers: Array = []) -> void:
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.enter()
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parent.set_hurtbox(true)
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state_timeout.start()
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@ -5,13 +5,15 @@ var direction = Vector2(0,0)
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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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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 player_hurtbox = $Hurtbox_Component/CollisionShape2D
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onready var gun = $Gun
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@ -62,118 +64,3 @@ 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
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# if $IdleTimeout.time_left == 0 and _animated_sprite.animation != 'blink':
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# _animated_sprite.play("blink")
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# animation_play_finished = false
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# if $IdleTimeout.time_left == 0 and animation_play_finished == true:
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# $IdleTimeout.start()
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# _animated_sprite.play("idle")
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# print("blink over")
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#
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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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#
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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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#
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# STATE.RUN:
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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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# _animated_sprite.play("jump")
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# player_last_state = STATE.RUN
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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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# _animated_sprite.play("idle")
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# player_last_state = STATE.RUN
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# player_state = STATE.IDLE
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# # Animation
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# if player_last_state == STATE.IDLE:
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# _animated_sprite.play("step")
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# animation_play_finished = false
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# player_last_state = STATE.RUN
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# elif animation_play_finished == true:
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# _animated_sprite.play("run")
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# animation_play_finished = false
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#
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#
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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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@ -1,4 +1,4 @@
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[gd_scene load_steps=86 format=2]
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[gd_scene load_steps=88 format=2]
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[ext_resource path="res://src/playerC/Player-KinematicBody2D.gd" type="Script" id=1]
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[ext_resource path="res://src/playerC/states/idle.gd" type="Script" id=2]
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@ -10,6 +10,9 @@
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[ext_resource path="res://src/playerC/states/hurt.gd" type="Script" id=8]
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[ext_resource path="res://src/playerC/Gun.gd" type="Script" id=9]
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[ext_resource path="res://src/playerC/states/fire.gd" type="Script" id=10]
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[ext_resource path="res://src/playerC/states/none.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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[sub_resource type="StreamTexture" id=75]
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load_path = "res://.import/MegaMan.png-dc2c293e5a0f5d183ee961942ac90e4a.stex"
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@ -399,9 +402,6 @@ animations = [ {
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[sub_resource type="RectangleShape2D" id=74]
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extents = Vector2( 14, 18.5 )
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[sub_resource type="RectangleShape2D" id=148]
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extents = Vector2( 11.5, 14.5 )
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[node name="Player" type="KinematicBody2D"]
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collision_layer = 2
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script = ExtResource( 1 )
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@ -409,7 +409,7 @@ script = ExtResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 147 )
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animation = "idle"
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frame = 26
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frame = 1
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playing = true
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flip_h = true
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__meta__ = {
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@ -431,6 +431,9 @@ shape = SubResource( 74 )
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[node name="Controllers" type="Node" parent="."]
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[node name="move_component" type="Node" parent="Controllers"]
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script = ExtResource( 6 )
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[node name="state_machine" type="Node" parent="Controllers"]
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script = ExtResource( 3 )
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starting_state = NodePath("idle")
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@ -439,6 +442,7 @@ starting_state = NodePath("idle")
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script = ExtResource( 2 )
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animation_name = "idle"
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move_speed = 90.0
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transition_state_nodes = [ NodePath("../jump") ]
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jump_node = NodePath("../jump")
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fall_node = NodePath("../fall")
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move_node = NodePath("../move")
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@ -482,17 +486,17 @@ animation_name = "fire"
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timeout_seconds = 1.0
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idle_node = NodePath("../idle")
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[node name="move_component" type="Node" parent="Controllers"]
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script = ExtResource( 6 )
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[node name="attack" type="Node" parent="Controllers/state_machine"]
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script = ExtResource( 13 )
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timeout_seconds = 2.0
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[node name="Hurtbox" type="Area2D" parent="."]
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collision_layer = 16
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collision_mask = 128
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[node name="AttackStateMachine" type="Node" parent="Controllers"]
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script = ExtResource( 3 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox"]
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self_modulate = Color( 1, 0, 0, 1 )
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position = Vector2( 0, -4 )
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shape = SubResource( 148 )
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[node name="none" type="Node" parent="Controllers/AttackStateMachine"]
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script = ExtResource( 11 )
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[node name="Hurtbox_Component" parent="." instance=ExtResource( 12 )]
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[node name="Gun" type="Position2D" parent="."]
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physics_interpolation_mode = 1
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@ -509,4 +513,3 @@ width = 2.0
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default_color = Color( 1, 0.607843, 0, 1 )
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[connection signal="animation_finished" from="AnimatedSprite" to="." method="_on_AnimatedSprite_animation_finished"]
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[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
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@ -10,6 +10,9 @@ func enter() -> void:
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parent.set_hurtbox(false)
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state_timeout.start()
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can_fire = true
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if modifier_stack_ref.has($"../attack") == false:
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$"../attack".state_timeout.start()
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modifier_stack_ref.push_front($"../attack")
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func process_input(_event: InputEvent) -> State:
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# if move_component.get_movement_direction() != 0.0:
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@ -45,3 +48,11 @@ func process_physics(delta: float) -> State:
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return null
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func exit() -> void:
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for mods in modifier_stack_ref:
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print(mods.name)
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# var testmod :StateModifier = StateModifier.new()
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# testmod.name
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pass
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1
src/playerC/states/none.gd
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1
src/playerC/states/none.gd
Normal file
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@ -0,0 +1 @@
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extends State
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46
src/pushdown_state_machine.gd
Normal file
46
src/pushdown_state_machine.gd
Normal file
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@ -0,0 +1,46 @@
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class_name PushdownStateMachine extends Node
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export (NodePath) var starting_state
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var current_state: State
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var state_stack = []
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# Initialize the state machine by giving each child state a reference to the
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# parent object it belongs to and enter the default starting_state.
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func init(parent: KinematicBody2D, animations: AnimatedSprite, move_component) -> void:
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for child in get_children():
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child.parent = parent
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child.animations = animations
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child.move_component = move_component
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# Initialize to the default state
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change_state(get_node(starting_state))
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# Change to the new state by first calling any exit logic on the current state.
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func change_state(new_state: State) -> void:
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if current_state:
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current_state.exit()
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current_state = new_state
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current_state.enter()
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func push_state(new_state: State) -> void:
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state_stack.push_front(new_state)
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||||
# 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)
|
||||
20
src/state.gd
20
src/state.gd
|
|
@ -1,13 +1,25 @@
|
|||
class_name State
|
||||
extends Node
|
||||
## Animation and movement state class
|
||||
##
|
||||
## A state intended to control the movement and animation
|
||||
## functions of a KinimaticBody2D node. Initialized with a
|
||||
## player, movement node, and kinematicbody2d
|
||||
## I think if we also had modifier states that transfered along with the enter and entrance of nodes, that would be helpful.
|
||||
##
|
||||
## @WIP
|
||||
|
||||
|
||||
export var animation_name: String
|
||||
export var move_speed: float = 60
|
||||
export var timeout_seconds: float = 0.0
|
||||
|
||||
export(Array, String) var animation_sequence
|
||||
export(Array, NodePath) var transition_state_nodes
|
||||
|
||||
var animation_index: int = 0
|
||||
var current_animation_sequence: int = 0
|
||||
var modifier_stack_ref: Array # Well this didn't work
|
||||
|
||||
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
|
||||
|
|
@ -20,6 +32,7 @@ var parent: KinematicBody2D
|
|||
var state_timeout: Timer
|
||||
|
||||
func _ready():
|
||||
# Only add timout node if timer value was specified.
|
||||
if(timeout_seconds > 0.0):
|
||||
state_timeout = Timer.new()
|
||||
state_timeout.wait_time = timeout_seconds
|
||||
|
|
@ -30,6 +43,7 @@ func _ready():
|
|||
|
||||
func enter() -> void:
|
||||
print(parent.name, " entering State: ", self.name)
|
||||
#modifier_stack_ref = state_modifiers
|
||||
if animation_name != '':
|
||||
animations.play(animation_name)
|
||||
elif animation_sequence.size() > 0:
|
||||
|
|
@ -54,9 +68,3 @@ func process_frame(_delta: float) -> State:
|
|||
|
||||
func process_physics(_delta: float) -> State:
|
||||
return null
|
||||
|
||||
#func get_movement_input() -> float:
|
||||
# return move_component.get_movement_direction()
|
||||
#
|
||||
#func get_jump() -> bool:
|
||||
# return move_component.wants_jump()
|
||||
|
|
|
|||
|
|
@ -1,16 +1,20 @@
|
|||
extends Node
|
||||
class_name StateMachine extends Node
|
||||
|
||||
export (NodePath) var starting_state
|
||||
|
||||
var current_state: State
|
||||
var state_modifiers: Array
|
||||
|
||||
# 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
|
||||
if child is State:
|
||||
print("Initializing State Node for ", parent.name, ": ", child.name)
|
||||
child.parent = parent
|
||||
child.animations = animations
|
||||
child.move_component = move_component
|
||||
child.modifier_stack_ref = state_modifiers
|
||||
|
||||
# Initialize to the default state
|
||||
change_state(get_node(starting_state))
|
||||
|
|
@ -22,6 +26,10 @@ func change_state(new_state: State) -> void:
|
|||
|
||||
current_state = new_state
|
||||
current_state.enter()
|
||||
if(state_modifiers.size() > 0):
|
||||
print("Active Modifiers:")
|
||||
for mods in state_modifiers:
|
||||
print(mods.name)
|
||||
|
||||
# Pass through functions for the Player to call,
|
||||
# handling state changes as needed.
|
||||
|
|
@ -36,6 +44,14 @@ func process_input(event: InputEvent) -> void:
|
|||
change_state(new_state)
|
||||
|
||||
func process_frame(delta: float) -> void:
|
||||
# Check the state modifiers for timeouts, and maybe more conditions later
|
||||
# If the modifier is no longer valid, pop it from the stack.
|
||||
# We could iterate through a whole list of states but I'm not sure i want
|
||||
# states to be that complex.
|
||||
if state_modifiers.empty() == false:
|
||||
if state_modifiers[-1].state_timeout.time_left == 0:
|
||||
print("Pop State Modifier: ", state_modifiers[-1].name)
|
||||
state_modifiers.pop_back()
|
||||
var new_state = current_state.process_frame(delta)
|
||||
if new_state:
|
||||
change_state(new_state)
|
||||
|
|
|
|||
37
src/state_modifier.gd
Normal file
37
src/state_modifier.gd
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
class_name StateModifier
|
||||
extends Node
|
||||
## State modification
|
||||
##
|
||||
## A state modifier doesn't have any direct control of a game object.
|
||||
## They are transfered from the enter and exit of other states and
|
||||
## influence the movement or animation of their parent states.
|
||||
## Rather than going full into paralell state machines I hope that this
|
||||
## modifier will be suitable for a basic state machine.
|
||||
##
|
||||
## @WIP
|
||||
|
||||
|
||||
export var animation_name: String
|
||||
export var move_speed: float = 60
|
||||
export var timeout_seconds: float = 0.0
|
||||
|
||||
export(Array, String) var animation_sequence
|
||||
export(Array, NodePath) var transition_state_nodes
|
||||
var animation_index: int = 0
|
||||
var current_animation_sequence: int = 0
|
||||
|
||||
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
|
||||
#var animation_sequence_timer: Timer
|
||||
|
||||
var state_timeout: Timer
|
||||
|
||||
func _ready():
|
||||
state_timeout = Timer.new()
|
||||
state_timeout.wait_time = timeout_seconds
|
||||
state_timeout.one_shot = true
|
||||
state_timeout.autostart = false
|
||||
add_child(state_timeout)
|
||||
|
||||
func _update():
|
||||
pass
|
||||
Loading…
Reference in New Issue
Block a user