add player walking state
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c6b12507d9
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3 changed files with 32 additions and 2 deletions
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@ -1,9 +1,10 @@
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[gd_scene load_steps=6 format=3 uid="uid://cqm5besqgsb7x"]
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[gd_scene load_steps=7 format=3 uid="uid://cqm5besqgsb7x"]
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[ext_resource type="Script" uid="uid://dpsocqnk0e6le" path="res://scenes/player/player.gd" id="1_dovo2"]
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[ext_resource type="SpriteFrames" uid="uid://6v5nyv2wo47g" path="res://scenes/player/assets/yukotsuki.aseprite" id="2_dovo2"]
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[ext_resource type="Script" uid="uid://diths5s8vd7lr" path="res://classes/state_machine/state_machine.gd" id="2_lvxji"]
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[ext_resource type="Script" uid="uid://cl6snimpmxcvu" path="res://scenes/player/states/player_idle.gd" id="3_p47bc"]
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[ext_resource type="Script" uid="uid://bg5fu1ildsdnq" path="res://scenes/player/states/player_walking.gd" id="4_p47bc"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_gmlin"]
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radius = 6.0
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@ -12,15 +13,21 @@ height = 14.0
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[node name="Player" type="CharacterBody2D"]
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collision_mask = 2
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script = ExtResource("1_dovo2")
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max_speed = 95.0
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[node name="StateMachine" type="Node" parent="."]
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[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("initial_state")]
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script = ExtResource("2_lvxji")
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initial_state = NodePath("Idle")
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metadata/_custom_type_script = "uid://diths5s8vd7lr"
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[node name="Idle" type="Node" parent="StateMachine"]
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script = ExtResource("3_p47bc")
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metadata/_custom_type_script = "uid://bebe1y51hwns8"
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[node name="Walking" type="Node" parent="StateMachine"]
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script = ExtResource("4_p47bc")
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metadata/_custom_type_script = "uid://bebe1y51hwns8"
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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position = Vector2(0, -16)
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sprite_frames = ExtResource("2_dovo2")
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22
scenes/player/states/player_walking.gd
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22
scenes/player/states/player_walking.gd
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@ -0,0 +1,22 @@
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extends PlayerState
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var next_state: StringName
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func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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print("entering walking")
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player.move_and_slide()
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func _state_physics_update(_delta: float) -> void:
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var movement_vector: Vector2 = player.get_movement_vector()
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var direction: Vector2 = movement_vector.normalized()
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player.velocity = direction * player.max_speed
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player.move_and_slide()
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if watch_state([WALKING]): return
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# TODO: animations
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#player.sprite.play(player.anim_dir)
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1
scenes/player/states/player_walking.gd.uid
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1
scenes/player/states/player_walking.gd.uid
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@ -0,0 +1 @@
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uid://bg5fu1ildsdnq
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