GodotWIP/src/state.gd

94 lines
3.1 KiB
GDScript

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 (NodePath) var jump_node
# onready var jump_state: State = get_node(jump_node)
export var animation_name: String
export var move_speed: float = 60
export var timeout_seconds: float = 0.0
export(Array, String) var animation_sequence
# this just wouldn't work well. Maybe I can try a resource
# export(Array, NodePath) var transition_state_nodes
#TODO: I think these two variables accidentally serve the same purpose
# I think one was intended to be a string of the current animation name.
var animation_index: int = 0
var current_animation_sequence: int = 0
var animation_suffix: String = '';
var modifier_stack_ref: Array # Well this didn't work
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
var animations: AnimatedSprite
var move_component: Node
var parent: KinematicBody2D
#var animation_sequence_timer: Timer
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
state_timeout.one_shot = true
state_timeout.autostart = false
add_child(state_timeout)
func enter() -> void:
# Reset animation suffix in case there isn't one
animation_suffix = ''
print(parent.name, " entering State: ", self.name)
#modifier_stack_ref = state_modifiers
if modifier_stack_ref.empty() == false:
if modifier_stack_ref[-1].animation_name != '':
if modifier_stack_ref[-1].animation_suffix:
if animation_sequence.size() > 0:
animation_index = 0
current_animation_sequence = 0
# Guess I don't need this one anymore
#if animations.frames.get_animation_names().has(animation_sequence[animation_index] + modifier_stack_ref[-1].animation_name):
if animations.frames.has_animation(animation_sequence[animation_index] + modifier_stack_ref[-1].animation_name):
animation_suffix = modifier_stack_ref[-1].animation_name
else:
animations.play(modifier_stack_ref[-1].animation_name)
return
if animation_sequence.size() > 0:
animation_index = 0
current_animation_sequence = 0
animations.play(animation_sequence[animation_index] + animation_suffix)
return
func exit() -> void:
pass
func process_input(_event: InputEvent) -> State:
return null
func process_frame(_delta: float) -> State:
if animation_sequence.size() > 0 and current_animation_sequence != animation_index:
if animation_index >= animation_sequence.size():
animation_index = 0
##TODO: Add a safety check here.
animations.play(animation_sequence[animation_index] + animation_suffix)
print("An animation sequence: ", animations.animation , animation_index)
current_animation_sequence = animation_index
return null
func process_physics(_delta: float) -> State:
return null