Compare commits

...

3 commits

Author SHA1 Message Date
2a865423dc create player idle state 2025-11-22 11:48:33 -03:00
e07315023c add paused const to all states 2025-11-22 11:38:15 -03:00
c1de69a1c0 add match state helper function to player 2025-11-22 11:38:03 -03:00
6 changed files with 50 additions and 2 deletions

View file

@ -12,7 +12,7 @@ func _ready() -> void:
assert(player != null, "The PlayerState state type must be used only in the player scene. It needs the owner to be a Player node.")
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
pass

View file

@ -7,6 +7,9 @@
signal finished(next_state_path: String, data: Dictionary)
## Universal paused state
const PAUSED = "Paused"
## For 'ghost frame' update fix
var is_active: bool = false:
set(value):

View file

@ -1,10 +1,28 @@
class_name Player extends CharacterBody2D
const DEADZONE = 0.1
@export var max_speed: float = 300.0
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var state_machine: StateMachine = $StateMachine
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')
return Vector2(x_mov, y_mov)
func match_state(exclude: Array[StringName] = []) -> StringName:
var movement_vector: Vector2 = get_movement_vector()
if movement_vector.length() > DEADZONE:
if PlayerState.WALKING in exclude: return ""
return PlayerState.WALKING
elif movement_vector.length() < DEADZONE:
if PlayerState.IDLE in exclude: return ""
return PlayerState.IDLE
return ""

View file

@ -1,7 +1,9 @@
[gd_scene load_steps=4 format=3 uid="uid://cqm5besqgsb7x"]
[gd_scene load_steps=6 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"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_gmlin"]
radius = 6.0
@ -11,6 +13,14 @@ height = 14.0
collision_mask = 2
script = ExtResource("1_dovo2")
[node name="StateMachine" type="Node" parent="."]
script = ExtResource("2_lvxji")
metadata/_custom_type_script = "uid://diths5s8vd7lr"
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource("3_p47bc")
metadata/_custom_type_script = "uid://bebe1y51hwns8"
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
position = Vector2(0, -16)
sprite_frames = ExtResource("2_dovo2")

View file

@ -0,0 +1,16 @@
extends PlayerState
var next_state: StringName
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
print('entering idle')
#print('entered')
func _state_physics_update(_delta: float) -> void:
next_state = player.match_state([IDLE])
if next_state != "":
print(next_state)
#finished.emit(next_state)

View file

@ -0,0 +1 @@
uid://cl6snimpmxcvu