Compare commits
No commits in common. "28aac7f4f6ff92daf2f678db5a0dc4136a0b9f6a" and "bc66a65c674e12a9923e4261681c7e28b9122924" have entirely different histories.
28aac7f4f6
...
bc66a65c67
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@ -176,7 +176,7 @@ __meta__ = {
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position = Vector2( 93, 54 )
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[node name="PlayerC" parent="." instance=ExtResource( 2 )]
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position = Vector2( 144, 226 )
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position = Vector2( 137, 54 )
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player_number = 2
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[node name="CameraControl" type="Position2D" parent="."]
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@ -167,12 +167,6 @@ shoot_2={
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"deadzone": 0.5,
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"events": [ ]
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}
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dash_1={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":78,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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[layer_names]
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@ -62,7 +62,3 @@ func wants_jump() -> bool:
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# Return a boolean indicating if the character wants to attack
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func wants_shoot() -> bool:
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return false
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# Return a boolean indicating if the character wants to dash
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func wants_dash() -> bool:
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return false
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@ -5,8 +5,8 @@ extends MovementComponent
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export var player_number: int = 1
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#func process_physics(delta):
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# PlayerInfo.player_position = owner.global_position
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func process_physics(delta):
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PlayerInfo.player_position = owner.global_position
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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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@ -4,17 +4,11 @@ export var player_number: int = 1
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onready var player_hurtbox = $Hurtbox_Component/CollisionShape2D
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onready var gun = $Gun
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func _ready() -> void:
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PlayerInfo.player_health = $Health_Component.health
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movement_component.player_number = player_number
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var portrait = preload("res://assets/MManPortrait.png")
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func hit_Receiver(damage):
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$Hurtbox_Component.set_hurtbox(false)
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$Health_Component.take_damage(damage)
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@ -26,11 +20,4 @@ func hit_Receiver(damage):
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func _on_attack_do_attack():
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var is_shooting = false
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print("Direction: ", transform.x.x)
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is_shooting = gun.shoot(int(transform.x.x))
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func _on_Health_Component_health_depleted():
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queue_free()
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pass # Replace with function body.
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@ -1,4 +1,4 @@
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[gd_scene load_steps=116 format=2]
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[gd_scene load_steps=113 format=2]
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[ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/playerD/movement_component.gd" type="Script" id=2]
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@ -10,9 +10,6 @@
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[ext_resource path="res://src/playerD/states/jump.gd" type="Script" id=8]
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[ext_resource path="res://src/state_modifier.gd" type="Script" id=9]
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[ext_resource path="res://src/playerD/states/attack.gd" type="Script" id=10]
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[ext_resource path="res://src/playerD/states/dash.gd" type="Script" id=11]
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[ext_resource path="res://src/playerD/states/hurt.gd" type="Script" id=12]
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[ext_resource path="res://src/Gun.gd" type="Script" id=13]
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[sub_resource type="StreamTexture" id=90]
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load_path = "res://.import/Mega.png-93dfe0790902b932f7b46f7b23c5d4e7.stex"
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@ -421,7 +418,7 @@ animations = [ {
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"speed": 10.0
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}, {
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"frames": [ SubResource( 101 ), SubResource( 101 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ), SubResource( 105 ), SubResource( 105 ) ],
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"loop": false,
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"loop": true,
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"name": "dash",
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"speed": 10.0
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}, {
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@ -461,7 +458,7 @@ animations = [ {
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"speed": 10.0
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}, {
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"frames": [ SubResource( 161 ), SubResource( 162 ), SubResource( 163 ) ],
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"loop": false,
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"loop": true,
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"name": "shoot",
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"speed": 10.0
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}, {
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@ -525,7 +522,6 @@ script = ExtResource( 4 )
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animation_sequence = [ "idle" ]
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jump_node = NodePath("../jump")
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attack_node = NodePath("../attack")
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dash_node = NodePath("../dash")
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[node name="fall" parent="movement_state_machine" index="1"]
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script = ExtResource( 6 )
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@ -570,25 +566,9 @@ modifier_type = "Animation Suffix"
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timeout_seconds = 2.2
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animation_suffix = true
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[node name="hurt" type="Node" parent="movement_state_machine" index="5"]
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script = ExtResource( 12 )
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timeout_seconds = 1.0
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move_speed = -10.0
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animation_sequence = [ "stand" ]
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idle_node = NodePath("../idle")
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[node name="dash" type="Node" parent="movement_state_machine" index="6"]
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script = ExtResource( 11 )
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move_speed = 120.0
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animation_sequence = [ "dash" ]
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fall_node = NodePath("../fall")
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idle_node = NodePath("../idle")
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attack_node = NodePath("../attack")
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jump_node = NodePath("../jump")
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[node name="Hurtbox_Component" parent="." index="4"]
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collision_layer = 16
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collision_mask = 128
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collision_mask = 0
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hurtbox_entered_function = "hit_Receiver"
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[node name="CollisionShape2D" parent="Hurtbox_Component" index="0"]
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@ -598,19 +578,4 @@ shape = SubResource( 89 )
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[node name="Health_Component" parent="." index="6" instance=ExtResource( 7 )]
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max_health = 100
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[node name="Gun" type="Position2D" parent="." index="7"]
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physics_interpolation_mode = 1
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position = Vector2( 25, -5 )
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script = ExtResource( 13 )
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[node name="Cooldown" type="Timer" parent="Gun" index="0"]
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wait_time = 0.5
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one_shot = true
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[node name="Line2D" type="Line2D" parent="Gun" index="1"]
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points = PoolVector2Array( -5, 0, 5, 0 )
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width = 2.0
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default_color = Color( 1, 0.607843, 0, 1 )
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[connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"]
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[connection signal="health_depleted" from="Health_Component" to="." method="_on_Health_Component_health_depleted"]
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@ -47,12 +47,6 @@ func wants_shoot() -> bool:
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else:
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return false
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func wants_dash() -> bool:
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if Input.is_action_just_pressed("dash_" + str(player_number)):
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return true
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else:
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return false
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## Other needed variables
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# desired_movement_vector: Vector2 - Used to store desired movement depending on the state
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@ -17,48 +17,18 @@ var can_fire = true
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signal do_attack()
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func enter() -> void:
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#.enter()
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##TODO: Turn this to clear only the animation modifiers.
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modifier_stack_ref.clear()
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mod_animation_sequence.clear()
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#mod_animation_sequence = animation_sequence.duplicate(true)
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mod_animation_sequence.append_array(animation_sequence)
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# Reset animation suffix in case there isn't one
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animation_suffix = ''
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animation_index = 0
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current_animation_sequence = 0
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#var enter_animation = ''
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var enter_frame = 0
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if debug_state:
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print(parent.name, " entering State: ", self.name)
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move_component.current_movement_state = self.name
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emit_signal("state_entered")
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.enter()
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state_timeout.start()
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can_fire = true
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# if modifier_stack_ref.has($"../draw_weapon") == false:
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# $"../draw_weapon".enter()
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# modifier_stack_ref.push_front($"../draw_weapon")
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if debug_state:
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print("Previous State Info: ", previous_animation_name, " ",
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previous_state_frame_number, " ", previous_state_name)
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match previous_animation_name:
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"idle":
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animations.play("shoot")
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"run":
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animations.play("run_shoot")
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animations.frame = previous_state_frame_number
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"jump":
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animations.play("jump_shoot")
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animations.frame = previous_state_frame_number
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_:
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print("Warning!: Attack state encountered unhandled prev animation: ", previous_animation_name)
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push_animation_state_modifier(weapon_state_modifier)
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func process_frame(delta: float) -> State:
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# if animations.frame == 2:
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# animations.stop()
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if state_timeout.time_left == 0 and animations.animation == "shoot":
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if animations.frame == 2:
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animations.stop()
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if state_timeout.time_left == 0:
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return idle_state
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return null
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@ -74,18 +44,9 @@ func process_physics(delta: float) -> State:
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move_actor_as_desired(delta)
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if previous_state_name == "move" and move_component.velocity.x == 0.0:
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return idle_state
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if previous_state_name == "idle" and move_component.velocity.x != 0.0:
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if move_component.velocity.x != 0.0:
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return move_state
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if move_component.get_movement_direction() != 0.0:
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parent.transform.x.x = move_component.get_movement_direction()
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# if move_component.velocity.x != 0.0:
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# return move_state
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if !parent.is_on_floor():
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return fall_state
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@ -95,7 +56,6 @@ func process_physics(delta: float) -> State:
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func exit() -> void:
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# force timer reset
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weapon_state_modifier.state_timeout.start()
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push_animation_state_modifier(weapon_state_modifier)
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#$"../draw_weapon".state_timeout.start()
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return
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@ -1,33 +0,0 @@
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extends StateAnimatedActor
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export (NodePath) var fall_node
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export (NodePath) var idle_node
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export (NodePath) var attack_node
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export (NodePath) var jump_node
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onready var jump_state: State = get_node(jump_node)
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onready var fall_state: State = get_node(fall_node)
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onready var idle_state: State = get_node(idle_node)
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onready var attack_state: State = get_node(attack_node)
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func process_physics(delta: float) -> State:
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# if move_component.wants_shoot():
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# return attack_state
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if move_component.wants_jump():
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return jump_state
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move_component.velocity.y += gravity * delta
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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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move_component.velocity.x = parent.transform.x.x * move_speed
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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if move_component.velocity.x == 0.0 or animations.playing == false:
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if !parent.is_on_floor():
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return fall_state
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else:
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return idle_state
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return null
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@ -1,37 +0,0 @@
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extends StateAnimatedActor
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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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.enter()
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move_component.velocity.x = 0
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#parent.set_hurtbox(false)
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#TODO: Error check if timer was actually instanced
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state_timeout.start()
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func process_input(_event: InputEvent) -> State:
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# move_component.wants_jump()
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move_component.get_movement_direction()
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return null
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func process_frame(delta: float) -> State:
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if state_timeout.time_left == 0:
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return idle_state
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return null
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func process_physics(delta: float) -> State:
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move_component.velocity.y += gravity * delta
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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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move_component.velocity = parent.transform.x * move_speed
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# if (parent.direction.x > 0):
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# parent.velocity.x = 1 * move_speed
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# else:
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# parent.velocity.x = -1 * move_speed
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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return null
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@ -4,13 +4,11 @@ export (NodePath) var fall_node
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export (NodePath) var move_node
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export (NodePath) var jump_node
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export (NodePath) var attack_node
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export (NodePath) var dash_node
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onready var fall_state: State = get_node(fall_node)
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onready var move_state: State = get_node(move_node)
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onready var jump_state: State = get_node(jump_node)
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onready var attack_state: State = get_node(attack_node)
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onready var dash_state: State = get_node(dash_node)
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func enter() -> void:
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.enter()
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@ -24,10 +22,6 @@ func process_physics(delta: float) -> State:
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if move_component.wants_jump() and parent.is_on_floor():
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return jump_state
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if move_component.wants_dash() and parent.is_on_floor():
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return dash_state
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if move_component.wants_shoot():
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return attack_state
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@ -41,11 +41,6 @@ var animations: AnimatedSprite
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var move_component: MovementComponent
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var parent: KinematicBody2D
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#animation_name :String, frame_number : int, animation_sequence :Array
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var previous_animation_name : String
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var previous_state_frame_number : int
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var previous_state_name: String
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#var animation_sequence_timer: Timer
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@ -1,28 +1,5 @@
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class_name StateMachineAnimatedActor extends StateMachine
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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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# Set parameters for information
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if new_state is StateAnimatedActor and current_state is StateAnimatedActor:
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set_previous_animation( current_state, new_state)
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current_state = new_state
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current_state.enter()
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if(state_modifiers.size() > 0 and debug_state_machine):
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print("Active Modifiers:")
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for mods in state_modifiers:
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print(mods.name)
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func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnimatedActor ) -> void:
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new_state.previous_animation_name = old_state.mod_animation_sequence[old_state.current_animation_sequence]
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new_state.previous_state_frame_number = old_state.animations.frame
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new_state.previous_state_name = old_state.name
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#animation_name :String, frame_number : int, animation_sequence :Array
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return
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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_animated_actor(parent: KinematicBody2D, animations: AnimatedSprite, move_component: MovementComponent) -> void:
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@ -129,8 +106,6 @@ func _on_AnimatedSprite_animation_finished():
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# if debug_state_machine:
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# print("Pop State Modifier: ", state_modifiers[-1].name)
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# state_modifiers.pop_back()
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##TODO:
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# consider just stopping the animation and index increment here.
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if current_state.animations.frames.get_animation_loop(
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current_state.animations.animation) == false:
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if current_state.animation_sequence.size() > 0:
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Loading…
Reference in New Issue
Block a user