mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-06 07:50:22 +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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[node name="AnimationPlayer" parent="Player" index="1"]
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libraries = {
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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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}
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[node name="StateNameDisplayer" parent="Player" index="5"]
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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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msdf_size=48
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allow_system_fallback=true
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allow_system_fallback=true
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force_autohinter=false
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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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hinting=1
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subpixel_positioning=1
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subpixel_positioning=1
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keep_rounding_remainders=true
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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/mode=0
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compress/high_quality=false
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compress/high_quality=false
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compress/lossy_quality=0.7
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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/hdr_compression=1
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=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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mipmaps/limit=-1
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roughness/mode=0
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roughness/mode=0
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roughness/src_normal=""
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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/fix_alpha_border=true
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process/premult_alpha=false
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process/premult_alpha=false
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process/normal_map_invert_y=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/mode=0
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compress/high_quality=false
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compress/high_quality=false
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compress/lossy_quality=0.7
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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/hdr_compression=1
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=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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mipmaps/limit=-1
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roughness/mode=0
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roughness/mode=0
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roughness/src_normal=""
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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/fix_alpha_border=true
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process/premult_alpha=false
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process/premult_alpha=false
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process/normal_map_invert_y=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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var bullet := preload("Bullet.tscn")
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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 event.is_action_pressed("fire"):
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if input_event.is_action_pressed("fire"):
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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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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 idle: Node = $Idle
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@onready var move: Node = $Move
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@onready var move: Node = $Move
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@onready var jump: Node = $Jump
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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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func _ready() -> void:
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states_map = {
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states_map = {
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"idle": idle,
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PLAYER_STATE.idle: idle,
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"move": move,
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PLAYER_STATE.move: move,
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"jump": jump,
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PLAYER_STATE.jump: jump,
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"stagger": stagger,
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PLAYER_STATE.stagger: stagger,
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"attack": attack,
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PLAYER_STATE.attack: attack,
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}
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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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# The base state_machine interface this node extends does most of the work.
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if not _active:
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if not _active:
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return
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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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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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jump.initialize(move.speed, move.velocity)
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super._change_state(state_name)
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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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# 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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# 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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if current_state in [attack, stagger]:
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return
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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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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/mode=0
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compress/high_quality=false
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compress/high_quality=false
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compress/lossy_quality=0.7
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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/hdr_compression=1
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compress/normal_map=0
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compress/normal_map=0
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compress/channel_pack=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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mipmaps/limit=-1
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roughness/mode=0
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roughness/mode=0
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roughness/src_normal=""
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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/fix_alpha_border=true
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process/premult_alpha=false
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process/premult_alpha=false
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process/normal_map_invert_y=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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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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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 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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# 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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# could stack with other animations if we had two AnimationPlayer nodes.
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func enter() -> void:
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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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func _on_animation_finished(anim_name: String) -> void:
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assert(anim_name == "stagger")
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assert(anim_name == PLAYER_STATE.stagger)
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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://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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# Initialize the state. E.g. change the animation.
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func enter() -> void:
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func enter() -> void:
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owner.set_dead(true)
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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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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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horizontal_velocity = Vector2()
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vertical_speed = 600.0
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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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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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move_horizontally(delta, input_direction)
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animate_jump_height(delta)
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animate_jump_height(delta)
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if height <= 0.0:
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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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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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# Collection of important methods to handle direction and animation.
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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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if event.is_action_pressed("simulate_damage"):
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if input_event.is_action_pressed("simulate_damage"):
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finished.emit("stagger")
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finished.emit(PLAYER_STATE.stagger)
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func get_input_direction() -> Vector2:
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func get_input_direction() -> Vector2:
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@@ -1 +1 @@
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uid://bbwnftow50xk3
|
uid://b1olwifehhkdo
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||||||
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@@ -1,14 +1,14 @@
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extends "on_ground.gd"
|
extends "on_ground.gd"
|
||||||
|
|
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func enter() -> void:
|
func enter() -> void:
|
||||||
owner.get_node(^"AnimationPlayer").play("idle")
|
owner.get_node(^"AnimationPlayer").play(PLAYER_STATE.idle)
|
||||||
|
|
||||||
|
|
||||||
func handle_input(event: InputEvent) -> void:
|
func handle_input(input_event: InputEvent) -> void:
|
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return super.handle_input(event)
|
return super.handle_input(input_event)
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||||||
|
|
||||||
|
|
||||||
func update(_delta: float) -> void:
|
func update(_delta: float) -> void:
|
||||||
var input_direction: Vector2 = get_input_direction()
|
var input_direction: Vector2 = get_input_direction()
|
||||||
if input_direction:
|
if input_direction:
|
||||||
finished.emit("move")
|
finished.emit(PLAYER_STATE.move)
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://duqfhrergdg0p
|
uid://txngtvc75ll4
|
||||||
|
|||||||
@@ -9,17 +9,17 @@ func enter() -> void:
|
|||||||
|
|
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var input_direction := get_input_direction()
|
var input_direction := get_input_direction()
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update_look_direction(input_direction)
|
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)
|
||||||
|
|
||||||
|
|
||||||
func handle_input(event: InputEvent) -> void:
|
func handle_input(input_event: InputEvent) -> void:
|
||||||
return super.handle_input(event)
|
return super.handle_input(input_event)
|
||||||
|
|
||||||
|
|
||||||
func update(_delta: float) -> void:
|
func update(_delta: float) -> void:
|
||||||
var input_direction := get_input_direction()
|
var input_direction := get_input_direction()
|
||||||
if input_direction.is_zero_approx():
|
if input_direction.is_zero_approx():
|
||||||
finished.emit("idle")
|
finished.emit(PLAYER_STATE.idle)
|
||||||
update_look_direction(input_direction)
|
update_look_direction(input_direction)
|
||||||
|
|
||||||
if Input.is_action_pressed("run"):
|
if Input.is_action_pressed("run"):
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://bprpybddlsqly
|
uid://qvf7gyuvbbd3
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ extends "../motion.gd"
|
|||||||
var speed := 0.0
|
var speed := 0.0
|
||||||
var velocity := Vector2()
|
var velocity := Vector2()
|
||||||
|
|
||||||
func handle_input(event: InputEvent) -> void:
|
func handle_input(input_event: InputEvent) -> void:
|
||||||
if event.is_action_pressed("jump"):
|
if input_event.is_action_pressed("jump"):
|
||||||
finished.emit("jump")
|
finished.emit(PLAYER_STATE.jump)
|
||||||
return super.handle_input(event)
|
return super.handle_input(input_event)
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://qyf46nijd62s
|
uid://vj5xnepb8ost
|
||||||
|
|||||||
@@ -66,12 +66,12 @@ func _change_state(new_state: States) -> void:
|
|||||||
state = new_state
|
state = new_state
|
||||||
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(input_event: InputEvent) -> void:
|
||||||
if not state == States.ATTACK:
|
if not state == States.ATTACK:
|
||||||
return
|
return
|
||||||
if attack_input_state != AttackInputStates.LISTENING:
|
if attack_input_state != AttackInputStates.LISTENING:
|
||||||
return
|
return
|
||||||
if event.is_action_pressed("attack"):
|
if input_event.is_action_pressed("attack"):
|
||||||
attack_input_state = AttackInputStates.REGISTERED
|
attack_input_state = AttackInputStates.REGISTERED
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://1j2saaqxja3i
|
uid://bqq2dspaof34w
|
||||||
|
|||||||
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/sword.png-fc7f0084cdf333c826eda2b33f2ec3cc.ct
|
|||||||
compress/mode=0
|
compress/mode=0
|
||||||
compress/high_quality=false
|
compress/high_quality=false
|
||||||
compress/lossy_quality=0.7
|
compress/lossy_quality=0.7
|
||||||
|
compress/uastc_level=0
|
||||||
|
compress/rdo_quality_loss=0.0
|
||||||
compress/hdr_compression=1
|
compress/hdr_compression=1
|
||||||
compress/normal_map=0
|
compress/normal_map=0
|
||||||
compress/channel_pack=0
|
compress/channel_pack=0
|
||||||
@@ -25,6 +27,10 @@ mipmaps/generate=false
|
|||||||
mipmaps/limit=-1
|
mipmaps/limit=-1
|
||||||
roughness/mode=0
|
roughness/mode=0
|
||||||
roughness/src_normal=""
|
roughness/src_normal=""
|
||||||
|
process/channel_remap/red=0
|
||||||
|
process/channel_remap/green=1
|
||||||
|
process/channel_remap/blue=2
|
||||||
|
process/channel_remap/alpha=3
|
||||||
process/fix_alpha_border=true
|
process/fix_alpha_border=true
|
||||||
process/premult_alpha=false
|
process/premult_alpha=false
|
||||||
process/normal_map_invert_y=false
|
process/normal_map_invert_y=false
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://d1hwnb818bhik
|
uid://beommici1nnah
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ pattern in GDscript, including Hierarchical States, and a
|
|||||||
pushdown automaton."
|
pushdown automaton."
|
||||||
config/tags=PackedStringArray("2d", "ai", "demo", "official")
|
config/tags=PackedStringArray("2d", "ai", "demo", "official")
|
||||||
run/main_scene="res://Demo.tscn"
|
run/main_scene="res://Demo.tscn"
|
||||||
config/features=PackedStringArray("4.4")
|
config/features=PackedStringArray("4.5")
|
||||||
config/icon="res://icon.webp"
|
config/icon="res://icon.webp"
|
||||||
|
|
||||||
[debug]
|
[debug]
|
||||||
|
|||||||
@@ -4,7 +4,7 @@ extends Node
|
|||||||
# and makes sure every State object had all of these methods.
|
# and makes sure every State object had all of these methods.
|
||||||
|
|
||||||
@warning_ignore("unused_signal")
|
@warning_ignore("unused_signal")
|
||||||
signal finished(next_state_name: String)
|
signal finished(next_state_name: StringName)
|
||||||
|
|
||||||
# Initialize the state. E.g. change the animation.
|
# Initialize the state. E.g. change the animation.
|
||||||
func enter() -> void:
|
func enter() -> void:
|
||||||
@@ -16,7 +16,7 @@ func exit() -> void:
|
|||||||
pass
|
pass
|
||||||
|
|
||||||
|
|
||||||
func handle_input(_event: InputEvent) -> void:
|
func handle_input(_input_event: InputEvent) -> void:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://dhqouwibt7w6w
|
uid://bap5du402gbi
|
||||||
|
|||||||
@@ -45,8 +45,8 @@ func set_active(value: bool) -> void:
|
|||||||
current_state = null
|
current_state = null
|
||||||
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(input_event: InputEvent) -> void:
|
||||||
current_state.handle_input(event)
|
current_state.handle_input(input_event)
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
uid://b472efbw14vob
|
uid://cq4kyoh2byjwr
|
||||||
|
|||||||
Reference in New Issue
Block a user