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18 changed files with 1 additions and 25845 deletions

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## Virtual base class for all states.
## Extend this class and override its methods to implement a state.
@abstract class_name State extends Node
## Emitted when the state finishes and wants to transition to another state.
@warning_ignore("unused_signal")
signal finished(next_state_path: String, data: Dictionary)
## For 'ghost frame' update fix
var is_active: bool = false:
set(value):
is_active = value
get:
return is_active
## Called by the state machine when receiving unhandled input events.
@abstract func _handle_input(event: InputEvent) -> void
## Called by the state machine on the engine's main loop tick.
@abstract func _state_update(delta: float) -> void
## Called by the state machine on the engine's physics update tick.
@abstract func _state_physics_update(delta: float) -> void
## Called by the state machine upon changing the active state. The `data` parameter
## is a dictionary with arbitrary data the state can use to initialize itself.
@abstract func _enter(previous_state_path: String, data: Dictionary = {}) -> void
## Called by the state machine before changing the active state. Use this function
## to clean up the state.
@abstract func _exit() -> void
func handle_input(event: InputEvent) -> void:
if not is_active: return
_handle_input(event)
func state_update(delta: float) -> void:
if not is_active: return
_state_update(delta)
func state_physics_update(delta: float) -> void:
if not is_active: return
_state_physics_update(delta)
func enter(previous_state_path: String, data: Dictionary = {}) -> void:
is_active = true
_enter(previous_state_path, data)
func exit() -> void:
is_active = false
_exit()

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## Virtual base class for all nodes that deal directly with states.
## Extend this class and override its methods to implement a state machine.
class_name StateMachine extends Node
## The initial state of the state machine. If not set, the first child node is used.
@export var initial_state: State
## The state machine's current loaded state
@onready var state: State = _get_initial_state()
func _ready() -> void:
assert(state != null, "initial state is null")
for state_node: State in find_children("*", "State"):
# fixes duplicate connections (not sure why)
if not state_node.finished.is_connected(_transition_to_next_state):
state_node.finished.connect(_transition_to_next_state)
await owner.ready
state.enter("")
func _unhandled_input(event: InputEvent) -> void:
state.handle_input(event)
func _process(delta: float) -> void:
state.state_update(delta)
func _physics_process(delta: float) -> void:
state.state_physics_update(delta)
## Called when initial state is not specified.
## Returns the first child node by default.
## Override if necessary, but don't call it directly.
func _get_initial_state() -> State:
return initial_state if initial_state != null else get_child(0)
## Transitions the active state out after receiving a finished signal.
func _transition_to_next_state(target_state_path: String, data: Dictionary[StringName, Variant] = {}) -> void:
print("+++ TRANSITION CALLED: ", target_state_path)
print("+++ has node? ", has_node(target_state_path))
print("+++ all children: ", get_children().map(func(c: Node) -> StringName: return c.name))
assert(has_node(target_state_path), owner.name + ": Trying to transition to state " + target_state_path + " but it does not exist.")
if not has_node(target_state_path):
printerr(owner.name + ": Trying to transition to state " + target_state_path + " but it does not exist.")
return
var previous_state_path: StringName = state.name
state.exit()
state = get_node(target_state_path)
state.enter(previous_state_path, data)

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="Sky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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@ -10,79 +10,16 @@ config_version=5
[application]
config/name="girl will never sing again"
config/name="yumeyuki"
config/features=PackedStringArray("4.5", "GL Compatibility")
config/icon="res://icon.svg"
[debug]
gdscript/warnings/untyped_declaration=2
gdscript/warnings/unsafe_property_access=2
gdscript/warnings/unsafe_method_access=2
gdscript/warnings/unsafe_cast=1
gdscript/warnings/unsafe_call_argument=2
[display]
window/size/viewport_width=320
window/size/viewport_height=240
window/stretch/mode="viewport"
window/stretch/scale_mode="integer"
[editor]
version_control/plugin_name="GitPlugin"
version_control/autoload_on_startup=true
[editor_plugins]
enabled=PackedStringArray("res://addons/AsepriteWizard/plugin.cfg", "res://addons/ridiculous_coding/plugin.cfg")
[input]
move_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
interact={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
]
}
pause={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="player"
2d_physics/layer_2="walls"
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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@ -1,10 +0,0 @@
class_name Player extends CharacterBody2D
@export var max_speed: float = 300.0
func get_movement_vector() -> Vector2:
var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')
var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
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[gd_scene load_steps=4 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"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_gmlin"]
radius = 6.0
height = 14.0
[node name="Player" type="CharacterBody2D"]
collision_mask = 2
script = ExtResource("1_dovo2")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
position = Vector2(0, -16)
sprite_frames = ExtResource("2_dovo2")
[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)