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No commits in common. "47aa35a4c7313366cd30671824257946de3012ad" and "e161eb1117e3a94601eff6f0d5e75124ad4b85a0" have entirely different histories.
47aa35a4c7
...
e161eb1117
7 changed files with 12 additions and 37 deletions
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@ -45,10 +45,10 @@ func match_state(exclude: Array[StringName] = []) -> StringName:
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return ""
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func watch_state(exclude: Array[StringName] = [], data: Dictionary[StringName, Variant] = {}) -> bool:
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func watch_state(exclude: Array[StringName] = []) -> bool:
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var next_state: StringName = match_state(exclude)
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if next_state != "":
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finished.emit(next_state, data)
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finished.emit(next_state)
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return true
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return false
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@ -12,7 +12,7 @@ dest_files=["res://.godot/imported/yukotsuki.aseprite-2775b59c70c8f83084c0d15003
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[params]
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layer/exclude_layers_pattern="ref"
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layer/exclude_layers_pattern=""
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layer/only_visible_layers=false
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sheet/sheet_type="packed"
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sheet/sheet_columns=12
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@ -8,31 +8,8 @@ const DEADZONE = 0.1
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var state_machine: StateMachine = $StateMachine
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var h_press_tick: int = 0 ## last time horizontal axis was pressed
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var v_press_tick: int = 0 ## last time vertical axis was pressed
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
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h_press_tick = Time.get_ticks_msec()
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if event.is_action_pressed("move_up") or event.is_action_pressed("move_down"):
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v_press_tick = Time.get_ticks_msec()
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func get_movement_vector() -> Vector2:
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var x_strength: float = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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var y_strength: float = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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if abs(x_strength) < DEADZONE and abs(y_strength) < DEADZONE:
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return Vector2.ZERO
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if abs(x_strength) < DEADZONE:
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return Vector2(0, signf(y_strength))
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if abs(y_strength) < DEADZONE:
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return Vector2(signf(x_strength), 0)
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# use most recent axis press
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if h_press_tick > v_press_tick:
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return Vector2(signf(x_strength), 0)
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else:
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return Vector2(0, signf(y_strength))
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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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@ -31,7 +31,6 @@ 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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animation = &"idle"
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, -7)
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@ -6,10 +6,11 @@ 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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player.velocity = Vector2.ZERO
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player.move_and_slide()
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player.sprite.play("idle")
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# TODO: animations
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print('entered')
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@ -10,15 +10,13 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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func _state_physics_update(_delta: float) -> void:
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var direction: Vector2 = player.get_movement_vector()
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direction = direction.normalized()
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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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if direction.y > 0:
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player.sprite.play("walk_down")
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if direction.y < 0:
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player.sprite.play("walk_up")
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# TODO: animations
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#player.sprite.play(player.anim_dir)
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