From 51846f007f48b68993639e91970eb6e436b2a14f Mon Sep 17 00:00:00 2001 From: yuki Date: Mon, 17 Nov 2025 19:51:54 -0300 Subject: [PATCH] rename hit variables --- scenes/player/states/hitting.gd | 18 +++++++++--------- scenes/player/states/idle.gd | 4 ++-- scenes/player/states/running.gd | 4 ++-- 3 files changed, 13 insertions(+), 13 deletions(-) diff --git a/scenes/player/states/hitting.gd b/scenes/player/states/hitting.gd index 2b3aedd..a5634c4 100644 --- a/scenes/player/states/hitting.gd +++ b/scenes/player/states/hitting.gd @@ -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") diff --git a/scenes/player/states/idle.gd b/scenes/player/states/idle.gd index faf5fd1..991de77 100644 --- a/scenes/player/states/idle.gd +++ b/scenes/player/states/idle.gd @@ -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 diff --git a/scenes/player/states/running.gd b/scenes/player/states/running.gd index 57d85f7..68f9261 100644 --- a/scenes/player/states/running.gd +++ b/scenes/player/states/running.gd @@ -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):