create player snoozing animation

This commit is contained in:
yuki 2025-11-24 21:07:58 -03:00
parent 0463707616
commit 9c6af1c034
9 changed files with 47 additions and 6 deletions

View file

@ -1,11 +1,13 @@
[gd_scene load_steps=11 format=3 uid="uid://cqm5besqgsb7x"]
[gd_scene load_steps=13 format=3 uid="uid://cqm5besqgsb7x"]
[ext_resource type="Script" uid="uid://dpsocqnk0e6le" path="res://scenes/player/player.gd" id="1_dovo2"]
[ext_resource type="SpriteFrames" uid="uid://6v5nyv2wo47g" path="res://scenes/player/assets/yukotsuki.aseprite" id="2_dovo2"]
[ext_resource type="Script" uid="uid://diths5s8vd7lr" path="res://classes/state_machine/state_machine.gd" id="2_lvxji"]
[ext_resource type="Script" uid="uid://cl6snimpmxcvu" path="res://scenes/player/states/player_idle.gd" id="3_p47bc"]
[ext_resource type="Script" uid="uid://bg5fu1ildsdnq" path="res://scenes/player/states/player_walking.gd" id="4_p47bc"]
[ext_resource type="Script" uid="uid://d1ar1gtjoowhw" path="res://scenes/player/states/player_waking.gd" id="5_0owmy"]
[ext_resource type="Texture2D" uid="uid://5mm8pi5i0yal" path="res://scenes/player/assets/pointlight_texture.aseprite" id="5_75vfm"]
[ext_resource type="Script" uid="uid://cgiphcl4t75v8" path="res://scenes/player/states/player_paused.gd" id="6_qek5x"]
[sub_resource type="Animation" id="Animation_75vfm"]
resource_name = "default"
@ -68,6 +70,14 @@ metadata/_custom_type_script = "uid://bebe1y51hwns8"
script = ExtResource("4_p47bc")
metadata/_custom_type_script = "uid://bebe1y51hwns8"
[node name="Waking" type="Node" parent="PlayerStateMachine"]
script = ExtResource("5_0owmy")
metadata/_custom_type_script = "uid://bebe1y51hwns8"
[node name="Paused" type="Node" parent="PlayerStateMachine"]
script = ExtResource("6_qek5x")
metadata/_custom_type_script = "uid://bebe1y51hwns8"
[node name="PointLight2D" type="PointLight2D" parent="."]
enabled = false
energy = 0.0
@ -83,11 +93,9 @@ libraries = {
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
position = Vector2(0, -16)
sprite_frames = ExtResource("2_dovo2")
animation = &"idle"
animation = &"snoozing"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -7)
shape = SubResource("CapsuleShape2D_gmlin")
debug_color = Color(0.28459275, 0.61933166, 0.3529686, 0.41960785)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]

View file

@ -2,6 +2,7 @@ class_name PlayerState extends State
const IDLE = "Idle"
const WALKING = "Walking"
const WAKING = "Waking"
var player: Player

View file

@ -0,0 +1,5 @@
extends PlayerState
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
player.sprite.pause()

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@ -0,0 +1 @@
uid://cgiphcl4t75v8

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@ -0,0 +1,7 @@
extends PlayerState
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
player.sprite.play("snoozing")
await player.sprite.animation_finished
finished.emit(IDLE)

View file

@ -0,0 +1 @@
uid://d1ar1gtjoowhw

View file

@ -13,6 +13,7 @@ func _state_physics_update(_delta: float) -> void:
player.velocity = direction * player.max_speed * player.speed_mult
player.move_and_slide()
player.global_position = player.global_position.round()
#endregion
if watch_state([WALKING]): return

View file

@ -3,11 +3,12 @@ extends RoomState
var trans_tween: Tween
var player_light_tween: Tween
var wake_timer: Timer
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
print("entering room")
room.player = _instantiate_player()
room.player = _instantiate_player(true)
assert(room.player != null, "player is null")
room.camera.global_position = room.config.camera_position
@ -64,12 +65,23 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
trans_tween.tween_property(room.canvas_modulate, "color", Color.WHITE, room.config.transition_in_duration).set_trans(room.config.transition_in_type).set_ease(Tween.EASE_OUT)
await trans_tween.finished
finished.emit(PLAYING)
func _instantiate_player() -> Player:
func _instantiate_player(waking: bool) -> Player:
var p: Player = room.player_scene.instantiate()
room.add_child(p)
if waking:
wake_timer = Timer.new()
p.add_child(wake_timer)
wake_timer.one_shot = true
wake_timer.start(room.config.transition_in_duration)
wake_timer.timeout.connect(_on_wake_timer)
p.state_machine._transition_to_next_state(PlayerState.PAUSED)
if room.initial_spawn != Vector2i.ZERO:
p.global_position = room.initial_spawn
else:
@ -80,3 +92,8 @@ func _instantiate_player() -> Player:
p.global_position = room.config.initial_spawn
return p
func _on_wake_timer() -> void:
room.player.state_machine._transition_to_next_state(PlayerState.WAKING)
wake_timer.queue_free()