mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-16 05:20:06 +01:00
Add player_state dictionary to manage player state names for FSM demo (#1143)
* Add player_state dictionary to manage player state names for FSM demo * Use a constant typed Dictionary of StringNames and update to Godot 4.5 --------- Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This commit is contained in:
@@ -41,7 +41,7 @@ start_state = NodePath("Idle")
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[node name="AnimationPlayer" parent="Player" index="1"]
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libraries = {
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"": SubResource("AnimationLibrary_qbwwp")
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&"": SubResource("AnimationLibrary_qbwwp")
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}
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[node name="StateNameDisplayer" parent="Player" index="5"]
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@@ -1 +1 @@
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uid://8e5wvxrlv1ct
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uid://h4p2eq3snhjs
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@@ -21,6 +21,7 @@ msdf_pixel_range=8
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msdf_size=48
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allow_system_fallback=true
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force_autohinter=false
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modulate_color_glyphs=false
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hinting=1
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subpixel_positioning=1
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keep_rounding_remainders=true
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ct
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/body.png-313f6363670a5852a7b7126ab476d8b1.cte
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -1 +1 @@
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uid://crm4tdogdpumr
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uid://b44c6s1shm5f7
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@@ -2,8 +2,8 @@ extends Node2D
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var bullet := preload("Bullet.tscn")
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("fire"):
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func _unhandled_input(input_event: InputEvent) -> void:
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if input_event.is_action_pressed("fire"):
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fire()
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@@ -1 +1 @@
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uid://duw4ejcjfrp7o
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uid://toean0857ojh
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@@ -1 +1 @@
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uid://clya0ymtv6cnn
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uid://bctcyb2y6vuvd
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13
2d/finite_state_machine/player/player_state.gd
Normal file
13
2d/finite_state_machine/player/player_state.gd
Normal file
@@ -0,0 +1,13 @@
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extends "res://state_machine/state.gd"
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const PLAYER_STATE: Dictionary[StringName, StringName]= {
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&"previous": &"previous",
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&"jump": &"jump",
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&"idle": &"idle",
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&"move": &"move",
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&"stagger": &"stagger",
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&"attack": &"attack",
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&"die": &"die",
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&"dead": &"dead",
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&"walk": &"walk",
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}
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1
2d/finite_state_machine/player/player_state.gd.uid
Normal file
1
2d/finite_state_machine/player/player_state.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://de3fjmahdmo0r
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@@ -1,5 +1,7 @@
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extends "res://state_machine/state_machine.gd"
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var PLAYER_STATE = preload("res://player/player_state.gd").PLAYER_STATE
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@onready var idle: Node = $Idle
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@onready var move: Node = $Move
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@onready var jump: Node = $Jump
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@@ -8,11 +10,11 @@ extends "res://state_machine/state_machine.gd"
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func _ready() -> void:
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states_map = {
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"idle": idle,
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"move": move,
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"jump": jump,
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"stagger": stagger,
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"attack": attack,
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PLAYER_STATE.idle: idle,
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PLAYER_STATE.move: move,
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PLAYER_STATE.jump: jump,
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PLAYER_STATE.stagger: stagger,
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PLAYER_STATE.attack: attack,
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}
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@@ -20,21 +22,21 @@ func _change_state(state_name: String) -> void:
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# The base state_machine interface this node extends does most of the work.
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if not _active:
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return
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if state_name in ["stagger", "jump", "attack"]:
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if state_name in [PLAYER_STATE.stagger, PLAYER_STATE.jump, PLAYER_STATE.attack]:
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states_stack.push_front(states_map[state_name])
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if state_name == "jump" and current_state == move:
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if state_name == PLAYER_STATE.jump and current_state == move:
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jump.initialize(move.speed, move.velocity)
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super._change_state(state_name)
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(input_event: InputEvent) -> void:
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# Here we only handle input that can interrupt states, attacking in this case,
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# otherwise we let the state node handle it.
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if event.is_action_pressed("attack"):
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if input_event.is_action_pressed(PLAYER_STATE.attack):
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if current_state in [attack, stagger]:
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return
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_change_state("attack")
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_change_state(PLAYER_STATE.attack)
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return
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current_state.handle_input(event)
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current_state.handle_input(input_event)
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@@ -1 +1 @@
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uid://bt4prj2loisak
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uid://c5dcvd5nvu0e0
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/shadow.png-493c4635eca1ce8bdece629560617dc7.c
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -1,8 +1,8 @@
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extends "res://state_machine/state.gd"
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extends "res://player/player_state.gd"
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func enter() -> void:
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owner.get_node(^"AnimationPlayer").play("idle")
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owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.idle)
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func _on_Sword_attack_finished() -> void:
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finished.emit("previous")
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finished.emit(PLAYER_STATE.previous)
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@@ -1 +1 @@
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uid://bianktk6rvu15
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uid://d2qmapjilk64d
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@@ -1,12 +1,12 @@
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extends "res://state_machine/state.gd"
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extends "res://player/player_state.gd"
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# The stagger state end with the stagger animation from the AnimationPlayer.
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# The animation only affects the Body Sprite2D's modulate property so it
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# could stack with other animations if we had two AnimationPlayer nodes.
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func enter() -> void:
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owner.get_node(^"AnimationPlayer").play("stagger")
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owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.stagger)
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func _on_animation_finished(anim_name: String) -> void:
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assert(anim_name == "stagger")
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finished.emit("previous")
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assert(anim_name == PLAYER_STATE.stagger)
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finished.emit(PLAYER_STATE.previous)
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@@ -1 +1 @@
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uid://bdx6kcg1n8na3
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uid://c5kuv4fn7sjn
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@@ -1 +1 @@
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uid://dgpfeu3yan7hq
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uid://qc5os1n5tx4u
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@@ -1,10 +1,10 @@
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extends "res://state_machine/state.gd"
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extends "res://player/player_state.gd"
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# Initialize the state. E.g. change the animation.
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func enter() -> void:
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owner.set_dead(true)
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owner.get_node(^"AnimationPlayer").play("die")
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owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.die)
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func _on_animation_finished(_anim_name: String) -> void:
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finished.emit("dead")
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finished.emit(PLAYER_STATE.dead)
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@@ -1 +1 @@
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uid://badi2yipj0y74
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uid://dt2ivp7vxkcwu
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@@ -36,7 +36,7 @@ func enter() -> void:
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horizontal_velocity = Vector2()
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vertical_speed = 600.0
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owner.get_node(^"AnimationPlayer").play("idle")
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owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.idle)
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func update(delta: float) -> void:
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@@ -46,7 +46,7 @@ func update(delta: float) -> void:
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move_horizontally(delta, input_direction)
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animate_jump_height(delta)
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if height <= 0.0:
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finished.emit("previous")
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finished.emit(PLAYER_STATE.previous)
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func move_horizontally(delta: float, direction: Vector2) -> void:
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@@ -1 +1 @@
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uid://c3jdmjrutxlu3
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uid://dqcb4mauxmn6i
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@@ -1,9 +1,9 @@
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extends "res://state_machine/state.gd"
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extends "res://player/player_state.gd"
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# Collection of important methods to handle direction and animation.
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func handle_input(event: InputEvent) -> void:
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if event.is_action_pressed("simulate_damage"):
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finished.emit("stagger")
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func handle_input(input_event: InputEvent) -> void:
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if input_event.is_action_pressed("simulate_damage"):
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finished.emit(PLAYER_STATE.stagger)
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func get_input_direction() -> Vector2:
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@@ -1 +1 @@
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uid://bbwnftow50xk3
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uid://b1olwifehhkdo
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@@ -1,14 +1,14 @@
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extends "on_ground.gd"
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func enter() -> void:
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owner.get_node(^"AnimationPlayer").play("idle")
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owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.idle)
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func handle_input(event: InputEvent) -> void:
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return super.handle_input(event)
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func handle_input(input_event: InputEvent) -> void:
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return super.handle_input(input_event)
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func update(_delta: float) -> void:
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var input_direction: Vector2 = get_input_direction()
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if input_direction:
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finished.emit("move")
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finished.emit(PLAYER_STATE.move)
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@@ -1 +1 @@
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uid://duqfhrergdg0p
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uid://txngtvc75ll4
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@@ -9,17 +9,17 @@ func enter() -> void:
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var input_direction := get_input_direction()
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update_look_direction(input_direction)
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owner.get_node(^"AnimationPlayer").play("walk")
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owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.walk)
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func handle_input(event: InputEvent) -> void:
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return super.handle_input(event)
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func handle_input(input_event: InputEvent) -> void:
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return super.handle_input(input_event)
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func update(_delta: float) -> void:
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var input_direction := get_input_direction()
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if input_direction.is_zero_approx():
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finished.emit("idle")
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finished.emit(PLAYER_STATE.idle)
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update_look_direction(input_direction)
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if Input.is_action_pressed("run"):
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@@ -1 +1 @@
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uid://bprpybddlsqly
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uid://qvf7gyuvbbd3
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@@ -3,7 +3,7 @@ extends "../motion.gd"
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var speed := 0.0
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var velocity := Vector2()
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func handle_input(event: InputEvent) -> void:
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if event.is_action_pressed("jump"):
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finished.emit("jump")
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return super.handle_input(event)
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func handle_input(input_event: InputEvent) -> void:
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if input_event.is_action_pressed("jump"):
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finished.emit(PLAYER_STATE.jump)
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return super.handle_input(input_event)
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@@ -1 +1 @@
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uid://qyf46nijd62s
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uid://vj5xnepb8ost
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@@ -66,12 +66,12 @@ func _change_state(new_state: States) -> void:
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state = new_state
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(input_event: InputEvent) -> void:
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if not state == States.ATTACK:
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return
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if attack_input_state != AttackInputStates.LISTENING:
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return
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if event.is_action_pressed("attack"):
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if input_event.is_action_pressed("attack"):
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attack_input_state = AttackInputStates.REGISTERED
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@@ -1 +1 @@
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uid://1j2saaqxja3i
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uid://bqq2dspaof34w
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.ct
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -1 +1 @@
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uid://d1hwnb818bhik
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uid://beommici1nnah
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@@ -16,7 +16,7 @@ pattern in GDscript, including Hierarchical States, and a
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pushdown automaton."
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config/tags=PackedStringArray("2d", "ai", "demo", "official")
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run/main_scene="res://Demo.tscn"
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config/features=PackedStringArray("4.4")
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config/features=PackedStringArray("4.5")
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config/icon="res://icon.webp"
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[debug]
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@@ -4,7 +4,7 @@ extends Node
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# and makes sure every State object had all of these methods.
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@warning_ignore("unused_signal")
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signal finished(next_state_name: String)
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signal finished(next_state_name: StringName)
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# Initialize the state. E.g. change the animation.
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func enter() -> void:
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@@ -16,7 +16,7 @@ func exit() -> void:
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pass
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func handle_input(_event: InputEvent) -> void:
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func handle_input(_input_event: InputEvent) -> void:
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pass
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@@ -1 +1 @@
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uid://dhqouwibt7w6w
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uid://bap5du402gbi
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@@ -45,8 +45,8 @@ func set_active(value: bool) -> void:
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current_state = null
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func _unhandled_input(event: InputEvent) -> void:
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current_state.handle_input(event)
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func _unhandled_input(input_event: InputEvent) -> void:
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current_state.handle_input(input_event)
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func _physics_process(delta: float) -> void:
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@@ -1 +1 @@
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uid://b472efbw14vob
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uid://cq4kyoh2byjwr
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Reference in New Issue
Block a user