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Map attack to gamepad X, revise text in Finite State Machine demo (#937)
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@@ -60,8 +60,8 @@ text = "This example shows how to apply the State programming pattern in GDScrip
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States are common in games. You can use the pattern to:
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1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
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2. Respect the Single Responsibility Principle. Each State object represents one action
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1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage.
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2. Respect the Single Responsibility Principle. Each State object represents one action.
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3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
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You can read more about States in the excellent Game Programming Patterns ebook."
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@@ -17,7 +17,7 @@ grow_vertical = 2
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[node name="Title" type="Label" parent="VBoxContainer"]
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layout_mode = 2
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text = "Pushown"
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text = "StateStack"
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uppercase = true
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[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
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@@ -87,7 +87,7 @@ simulate_damage={
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attack={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":true,"script":null)
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]
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}
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