rename hit variables

This commit is contained in:
yuki 2025-11-17 19:51:54 -03:00
parent 56004d5b9b
commit 51846f007f
3 changed files with 13 additions and 13 deletions

View file

@ -2,7 +2,7 @@ extends PlayerState
var previous_state_path: String
var hit_dir: String
var hit_type: String
var hit_node_ref: WeakRef
@ -11,19 +11,19 @@ func _enter(_previous_state_path: String, _data: Dictionary[String, Variant] = {
player.velocity = Vector2.ZERO
player.move_and_slide()
assert(
_data.get("hit_dir") == "left" or _data.get("hit_dir") == "right",
"Invalid hit_dir ("+str(_data.get("hit_dir"))+")."
_data.get("hit") == "left" or _data.get("hit") == "right",
"Invalid hit_type ("+str(_data.get("hit"))+")."
)
print("previous state path: "+_previous_state_path)
previous_state_path = _previous_state_path
hit_dir = _data.get("hit_dir")
hit_type = _data.get("hit")
#player.sprite.play('up' if player.id == 1 else 'down')
#player.sprite.frame = 1
#player.sprite.pause()
player.anim_player.play("hit_"+hit_dir+"_up" if player.id == 1 else "hit_"+hit_dir+"_down")
player.anim_player.play("hit_"+hit_type+"_up" if player.id == 1 else "hit_"+hit_type+"_down")
assert(
player.anim_player.current_animation == "hit_left_up" or
player.anim_player.current_animation == "hit_left_down" or
@ -38,7 +38,7 @@ func _enter(_previous_state_path: String, _data: Dictionary[String, Variant] = {
# flip entire node horizontally if spawning left
# flip vertically if player 2
hit_node.scale = Vector2(
-1 if hit_dir == "left" else 1,
-1 if hit_type == "left" else 1,
1 if player.id == 1 else -1
)
player.add_child(hit_node)
@ -46,7 +46,7 @@ func _enter(_previous_state_path: String, _data: Dictionary[String, Variant] = {
# set position according to frame width and height
@warning_ignore("integer_division")
hit_node.global_position = player.global_position + Vector2(
(sprite_texture.get_width()/2)*(-1 if hit_dir == "left" else 1),
(sprite_texture.get_width()/2)*(-1 if hit_type == "left" else 1),
(sprite_texture.get_height()*-1) if player.id == 1 else 4
)
@ -74,10 +74,10 @@ func _on_hit_end() -> void:
return
elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
print("transitioning to hitting left")
finished.emit(HITTING, {"hit_dir": "left"})
finished.emit(HITTING, {"hit": "left"})
return
elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
print("transitioning to hitting right")
finished.emit(HITTING, {"hit_dir": "right"})
finished.emit(HITTING, {"hit": "right"})
return
printerr("hit cooldown did not return")

View file

@ -22,8 +22,8 @@ func _state_physics_update(_delta: float) -> void:
finished.emit(RUNNING)
return
elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
finished.emit(HITTING, {"hit_dir": "left"})
finished.emit(HITTING, {"hit": "left"})
return
elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
finished.emit(HITTING, {"hit_dir": "right"})
finished.emit(HITTING, {"hit": "right"})
return

View file

@ -17,10 +17,10 @@ func _state_physics_update(_delta: float) -> void:
finished.emit(IDLE)
return
elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_left'):
finished.emit(HITTING, {"hit_dir": "left"})
finished.emit(HITTING, {"hit": "left"})
return
elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_right'):
finished.emit(HITTING, {"hit_dir": "right"})
finished.emit(HITTING, {"hit": "right"})
return
if abs(player.velocity.x) > abs(player.velocity.y):