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4 commits

9 changed files with 136 additions and 46 deletions

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@ -12,21 +12,21 @@ 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 = {}) -> void:
pass
func exit() -> void:
func _exit() -> void:
pass
func handle_input(_event: InputEvent) -> void:
func _handle_input(_event: InputEvent) -> void:
pass
func state_update(_delta: float) -> void:
func _state_update(_delta: float) -> void:
pass
func state_physics_update(_delta: float) -> void:
func _state_physics_update(_delta: float) -> void:
pass

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@ -6,19 +6,53 @@
@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
@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
@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
@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
@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
@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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@ -1,6 +1,6 @@
## Virtual base class for all nodes that deal directly with states.
## Extend this class and override its methods to implement a state machine.
@abstract class_name StateMachine extends Node
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
@ -22,11 +22,11 @@ func _unhandled_input(event: InputEvent) -> void:
func _process(delta: float) -> void:
state.update(delta)
state.state_update(delta)
func _physics_process(delta: float) -> void:
state.physics_update(delta)
state.state_physics_update(delta)
## Called when initial state is not specified.

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@ -4,6 +4,7 @@ class_name Player extends CharacterBody2D
@export var max_speed: float = 90
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var state_machine: StateMachine = $StateMachine
var is_hitting: 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")
anim_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:
var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')

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@ -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="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"]
atlas = ExtResource("2_3li8b")
@ -141,3 +145,20 @@ offset = Vector2(0, -16)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -8)
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"

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@ -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

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

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@ -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")

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