implement idle and running states for players

This commit is contained in:
yuki 2025-11-14 21:40:22 -03:00
parent 16fba6caed
commit 1f5b08e39f
6 changed files with 89 additions and 33 deletions

View file

@ -4,6 +4,7 @@ class_name Player extends CharacterBody2D
@export var max_speed: float = 90 @export var max_speed: float = 90
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var state_machine: StateMachine = $StateMachine
var is_hitting: bool = false var is_hitting: bool = false
var was_moving: bool = false var was_moving: bool = false
@ -14,38 +15,6 @@ func _ready() -> void:
assert(id == 1 or id == 2, "id ("+str(id)+") is invalid") assert(id == 1 or id == 2, "id ("+str(id)+") is invalid")
anim_dir = 'up' if id == 1 else 'down' anim_dir = 'up' if id == 1 else 'down'
def_dir = 'up' if id == 1 else 'down' def_dir = 'up' if id == 1 else 'down'
sprite.play(def_dir)
sprite.frame = 1
sprite.pause()
func _physics_process(_delta: float) -> void:
var movement_vector: Vector2 = get_movement_vector()
var direction: Vector2 = movement_vector.normalized() if not is_hitting else Vector2.ZERO
velocity = direction * max_speed
move_and_slide()
var is_moving: bool = velocity.length() > 10
if Input.is_action_pressed("hit_left") and not is_hitting:
hit("left")
elif Input.is_action_pressed("hit_right") and not is_hitting:
hit("right")
if is_moving and not is_hitting:
if abs(velocity.x) > abs(velocity.y):
anim_dir = 'right' if velocity.x > 0 else 'left'
else:
anim_dir = 'down' if velocity.y > 0 else 'up'
sprite.play(anim_dir)
else:
if was_moving and not is_hitting:
sprite.play(def_dir)
sprite.frame = 1
sprite.pause()
was_moving = is_moving
func get_movement_vector() -> Vector2: func get_movement_vector() -> Vector2:
var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left') var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')

View file

@ -1,7 +1,11 @@
[gd_scene load_steps=17 format=3 uid="uid://642nm6c4mpxx"] [gd_scene load_steps=21 format=3 uid="uid://642nm6c4mpxx"]
[ext_resource type="Script" uid="uid://rdqmsvofiots" path="res://scenes/player/player.gd" id="1_v6fml"] [ext_resource type="Script" uid="uid://rdqmsvofiots" path="res://scenes/player/player.gd" id="1_v6fml"]
[ext_resource type="Texture2D" uid="uid://b8ptokcqwpdud" path="res://scenes/player/saffron.png" id="2_3li8b"] [ext_resource type="Texture2D" uid="uid://b8ptokcqwpdud" path="res://scenes/player/saffron.png" id="2_3li8b"]
[ext_resource type="Script" uid="uid://dqjaxgmyxq3rx" path="res://scenes/classes/state_machine.gd" id="3_lvxji"]
[ext_resource type="Script" uid="uid://delyni51vg6us" path="res://scenes/player/states/idle.gd" id="4_75vfm"]
[ext_resource type="Script" uid="uid://b2sr7p80gdjii" path="res://scenes/classes/player_state.gd" id="4_p47bc"]
[ext_resource type="Script" uid="uid://dxfs1b8fuk7kv" path="res://scenes/player/states/running.gd" id="5_75vfm"]
[sub_resource type="AtlasTexture" id="AtlasTexture_g2els"] [sub_resource type="AtlasTexture" id="AtlasTexture_g2els"]
atlas = ExtResource("2_3li8b") atlas = ExtResource("2_3li8b")
@ -141,3 +145,20 @@ offset = Vector2(0, -16)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -8) position = Vector2(0, -8)
shape = SubResource("CapsuleShape2D_oprun") shape = SubResource("CapsuleShape2D_oprun")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("initial_state")]
script = ExtResource("3_lvxji")
initial_state = NodePath("Idle")
metadata/_custom_type_script = "uid://dqjaxgmyxq3rx"
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource("4_75vfm")
metadata/_custom_type_script = "uid://b2sr7p80gdjii"
[node name="Running" type="Node" parent="StateMachine"]
script = ExtResource("5_75vfm")
metadata/_custom_type_script = "uid://b2sr7p80gdjii"
[node name="Hitting" type="Node" parent="StateMachine"]
script = ExtResource("4_p47bc")
metadata/_custom_type_script = "uid://b2sr7p80gdjii"

View file

@ -0,0 +1,27 @@
extends PlayerState
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
print("entering idle")
player.velocity = Vector2.ZERO
player.move_and_slide()
player.sprite.play(player.def_dir)
player.sprite.frame = 1
player.sprite.pause()
print("entered")
func _state_physics_update(_delta: float) -> void:
var movement_vector: Vector2 = player.get_movement_vector()
if movement_vector.length() >= 1:
finished.emit(RUNNING)
return
elif Input.is_action_pressed("hit_left"):
finished.emit(HITTING, {hit_dir = "left"})
return
elif Input.is_action_pressed("hit_right"):
finished.emit(HITTING, {hit_dir = "right"})
return

View file

@ -0,0 +1 @@
uid://delyni51vg6us

View file

@ -0,0 +1,37 @@
extends PlayerState
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
print("entering running")
player.move_and_slide()
func _state_physics_update(_delta: float) -> void:
var movement_vector: Vector2 = player.get_movement_vector()
var direction: Vector2 = movement_vector.normalized()
player.velocity = direction * player.max_speed
player.move_and_slide()
if movement_vector.length() == 0:
finished.emit(IDLE)
return
elif Input.is_action_just_pressed("hit_left"):
finished.emit(HITTING, {hit_dir = "left"})
return
elif Input.is_action_just_pressed("hit_right"):
finished.emit(HITTING, {hit_dir = "right"})
return
if abs(player.velocity.x) > abs(player.velocity.y):
player.anim_dir = 'right' if player.velocity.x > 0 else 'left'
else:
player.anim_dir = 'down' if player.velocity.y > 0 else 'up'
player.sprite.play(player.anim_dir)
print("physupdate")
func _exit() -> void:
player.sprite.stop()
print("exit")

View file

@ -0,0 +1 @@
uid://dxfs1b8fuk7kv