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No commits in common. "2a865423dc325335292777535799508b75c015a2" and "66039b70d9a1b96abd0e161300ee120f72f8d695" have entirely different histories.
2a865423dc
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66039b70d9
6 changed files with 2 additions and 50 deletions
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@ -12,7 +12,7 @@ func _ready() -> void:
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assert(player != null, "The PlayerState state type must be used only in the player scene. It needs the owner to be a Player node.")
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func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
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func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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pass
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@ -7,9 +7,6 @@
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signal finished(next_state_path: String, data: Dictionary)
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## Universal paused state
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const PAUSED = "Paused"
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## For 'ghost frame' update fix
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var is_active: bool = false:
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set(value):
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@ -1,28 +1,10 @@
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class_name Player extends CharacterBody2D
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const DEADZONE = 0.1
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@export var max_speed: float = 300.0
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var state_machine: StateMachine = $StateMachine
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func get_movement_vector() -> Vector2:
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var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')
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var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
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return Vector2(x_mov, y_mov)
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func match_state(exclude: Array[StringName] = []) -> StringName:
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var movement_vector: Vector2 = get_movement_vector()
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if movement_vector.length() > DEADZONE:
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if PlayerState.WALKING in exclude: return ""
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return PlayerState.WALKING
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elif movement_vector.length() < DEADZONE:
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if PlayerState.IDLE in exclude: return ""
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return PlayerState.IDLE
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return ""
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@ -1,9 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://cqm5besqgsb7x"]
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[gd_scene load_steps=4 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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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_gmlin"]
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radius = 6.0
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@ -13,14 +11,6 @@ height = 14.0
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collision_mask = 2
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script = ExtResource("1_dovo2")
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[node name="StateMachine" type="Node" parent="."]
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script = ExtResource("2_lvxji")
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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="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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@ -1,16 +0,0 @@
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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[StringName, Variant] = {}) -> void:
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print('entering idle')
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#print('entered')
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func _state_physics_update(_delta: float) -> void:
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next_state = player.match_state([IDLE])
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if next_state != "":
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print(next_state)
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#finished.emit(next_state)
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@ -1 +0,0 @@
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uid://cl6snimpmxcvu
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