Reorganize file structure of project

This commit is contained in:
2026-03-17 14:44:13 -05:00
parent 86e3198645
commit 5a94483ffe
155 changed files with 365 additions and 162 deletions

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extends Node
@export var state_machine: PlayerStateMachine
# Public Methods
func OnMovementInput(_movement_vector: Vector2) -> void:
var current_state := state_machine.GetCurrentStateEnum()
if current_state == PlayerStateMachine.States.IDLE:
var idle_state := state_machine.current_state as PlayerIdleState
idle_state.QueueMovement()

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uid://ctoxjn2rvtjs6

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class_name BaseState
extends Node
@export var state_machine: PlayerStateMachine
func GetStateEnum() -> PlayerStateMachine.States:
push_error("Unimplemented Method: BaseState.GetName")
return PlayerStateMachine.States.IDLE
func GetAnimationBaseName() -> String:
var state: String = PlayerStateMachine.States.keys()[GetStateEnum()]
return state.to_lower()
func Enter(_extra_parameters: Dictionary) -> void:
pass
func Exit() -> void:
pass
func Update(_delta: float) -> void:
pass
func IsActive() -> bool:
return state_machine.GetCurrentStateEnum() == GetStateEnum()
func IsStateActionable() -> bool:
return true

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uid://cb57l5vpq5bee

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extends BaseState
class_name PlayerCutsceneState
@onready var interact_scanner: InteractScanner = $"../../../Marker2D/InteractScanner"
# Public Methods
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.CUTSCENE
func GetAnimationBaseName() -> String:
return "idle"
func Enter(_extra_parameters: Dictionary) -> void:
print("Cutscene Started")
interact_scanner.disable_interactions = true
func Exit() -> void:
interact_scanner.disable_interactions = false
func OnCutsceneEnded() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
func IsStateActionable() -> bool:
return false

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uid://bnontuqj3cnom

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extends BaseState
signal PlayerBeganDrawingBow
@export var strafing_speed := 35
@export var movement_componenent: MovementComponent
@export var body: CharacterBody2D
var used_item_action: String
var animation_finished := false
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.DRAWING_BOW
func Enter(extra_parameters: Dictionary) -> void:
animation_finished = false
used_item_action = extra_parameters.action_name
PlayerBeganDrawingBow.emit()
func Update(_delta: float) -> void:
if !animation_finished:
return
if !Input.is_action_pressed(used_item_action):
state_machine.QueueStateChange(PlayerStateMachine.States.FIRING_ARROW)
return
var movement_vector := movement_componenent.movement_vector
if movement_vector != Vector2.ZERO:
body.velocity = movement_vector * strafing_speed
body.move_and_slide()
func OnDrawingBowAnimationFinished() -> void:
animation_finished = true

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uid://bnp1vowmu15lg

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extends BaseState
class_name FiringArrowState
signal PlayerBeganFiringArrow
signal ArrowFired(spawn_position: Vector2, direction: Vector2)
@export var direction_component: FacingDirectionComponent
@export var arrow_spawn_marker: Marker2D
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.FIRING_ARROW
func Enter(_extra_parameters: Dictionary) -> void:
PlayerBeganFiringArrow.emit()
var position := arrow_spawn_marker.global_position
var direction := Vector2.ZERO
if direction_component.current_direction == Enums.Directions.LEFT:
direction = Vector2.LEFT
elif direction_component.current_direction == Enums.Directions.RIGHT:
direction = Vector2.RIGHT
elif direction_component.current_direction == Enums.Directions.UP:
direction = Vector2.UP
elif direction_component.current_direction == Enums.Directions.DOWN:
direction = Vector2.DOWN
ArrowFired.emit(position, direction)
func OnFiringArrowAnimationFinished() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)

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uid://cd2ewadcm8oi5

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extends BaseState
class_name PlayerIdleState
@export var movement_component: MovementComponent
signal PlayerBecameIdle
var _sit_queued := false
var _sit_queue_pos: Vector2
var _sit_queue_dir: Enums.Directions
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.IDLE
func Enter(_extra_parameters: Dictionary) -> void:
PlayerBecameIdle.emit()
func Update(_delta: float) -> void:
var item_a := Input.is_action_just_pressed("use_item_a")
if item_a:
state_machine.QueueStateChange(PlayerStateMachine.States.USING_ITEM_A, {})
return
if _sit_queued:
state_machine.QueueStateChange(PlayerStateMachine.States.SITTING, {"pos": _sit_queue_pos, "dir": _sit_queue_dir})
_sit_queued = false
return
if movement_component.movement_vector != Vector2.ZERO:
state_machine.QueueStateChange(PlayerStateMachine.States.WALKING)
func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions) -> void:
if state_machine.GetCurrentStateEnum() != GetStateEnum():
return
_sit_queued = true
_sit_queue_pos = sitting_position
_sit_queue_dir = sitting_direction
func OnCutsceneStarted() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)

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uid://dkmc1t43gomdb

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extends BaseState
class_name PlayerPlayAnimationState
signal PlayAnimation(animation_name: String)
signal AnimationFinished(animation_name: String)
var current_animation_name: String
# Public Methods
func GetAnimationBaseName() -> String:
return "idle"
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.PLAY_ANIMATION
func Enter(_extra_parameters: Dictionary) -> void:
current_animation_name = _extra_parameters["animation_name"]
print("Playing Player Animation State: [%s]" % current_animation_name)
PlayAnimation.emit(current_animation_name)
func Exit() -> void:
current_animation_name = ''
func OnAnimationFinished(animation_name: String) -> void:
if animation_name != current_animation_name: return
AnimationFinished.emit(animation_name)

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uid://wfdtd3xlgrvm

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extends BaseState
@onready var player: PlayerCharacter = $"../../.."
@onready var facing_direction_component: FacingDirectionComponent = $"../../../Components/FacingDirectionComponent"
func GetAnimationBaseName() -> String:
return "idle"
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.SITTING
func Enter(extra_parameters: Dictionary) -> void:
var pos := extra_parameters["pos"] as Vector2
var dir := extra_parameters["dir"] as Enums.Directions
player.position = pos
facing_direction_component.SetDirectionManually(dir)
func Update(_delta: float) -> void:
if Input.is_action_just_pressed("player_interact"):
player.position = Vector2(player.position.x, player.position.y + 16)
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)

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uid://bx1a35al4yiej

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extends BaseState
@export var body: CharacterBody2D
@export var direction_component: FacingDirectionComponent
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.USING_ITEM_A
func GetAnimationBaseName() -> String:
return "idle"
func Update(_delta: float) -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.DRAWING_BOW, { "action_name": "use_item_a" })

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uid://ckn7gmtc23b8l

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extends BaseState
signal StartedWalking
@export var walking_speed := 100
@export var movement_component: MovementComponent
@export var direction_component: FacingDirectionComponent
@export var body: CharacterBody2D
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.WALKING
func Enter(_extra_parameters: Dictionary) -> void:
StartedWalking.emit()
func Update(_delta: float) -> void:
if movement_component.movement_vector == Vector2.ZERO:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
return
var movement_vector := movement_component.movement_vector
body.velocity = movement_vector * walking_speed
body.move_and_slide()
direction_component.ChangeDirectionUsingMovementVector(movement_vector)

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uid://bwmmah30t3m0u

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extends Area2D
class_name InteractScanner
signal InteractionActionTriggered()
@export var parent: Node2D
@export var direction_component: FacingDirectionComponent
@export var disable_interactions := false
# Public Methods
func OnDirectionChanged() -> void:
var direction := direction_component.GetCurrentDirection()
if direction == Enums.Directions.LEFT:
parent.rotation = deg_to_rad(90)
elif direction == Enums.Directions.RIGHT:
parent.rotation = deg_to_rad(-90)
elif direction == Enums.Directions.UP:
parent.rotation = deg_to_rad(180)
else:
parent.rotation = deg_to_rad(0)
func _process(_delta: float) -> void:
if disable_interactions:
return
if Input.is_action_just_pressed("player_interact"):
InputManager.IgnoreAction("player_interact")
InteractionActionTriggered.emit()

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uid://brlisuoocwehh

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extends Node
class_name MovementComponent
signal MovementInput(movement_vector: Vector2)
# Dynamic Exports
@export var body: CharacterBody2D
var movement_vector: Vector2
func _physics_process(_delta: float) -> void:
var direction_vector := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if direction_vector:
movement_vector = direction_vector
MovementInput.emit(movement_vector)
else:
movement_vector = Vector2.ZERO

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uid://dwclkwbig1uii

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extends CharacterBody2D
class_name PlayerCharacter
# Signals
signal SitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions)
# Exports
@export var player_sprite: PlayerSprite
@export var state_machine: PlayerStateMachine
@export var interact_scanner: InteractScanner
# Public Methods
func QueueCutsceneState() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)
func QueueEndCutsceneState() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)

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uid://dacvayqstkvws

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extends Node2D
class_name PlayerSprite
# Signals
signal DrawingBowAnimationFinished
signal FiringArrowAnimationFinished
signal AnimationFinished(animation_name: String)
# Exports
@export var state_machine: PlayerStateMachine
@export var direction_component: FacingDirectionComponent
# OnReady Variables
@onready var full: AnimatedSprite2D = $Full
# Private Variables
var _all_parts: Array[AnimatedSprite2D]
var _current_animation := "idle-down"
var _is_flipped := false
# Public Methods
func UpdateSprite() -> void:
var current_state := state_machine.current_state
var current_direction := direction_component.GetCurrentDirection()
var animation := _build_animation_name(current_state, current_direction)
var should_flip := _should_flip_horizontal()
if animation == _current_animation and should_flip == _is_flipped:
return
_current_animation = animation
_is_flipped = should_flip
for part in _all_parts:
part.animation = animation
part.play()
part.flip_h = should_flip
func OnAnimationFinished() -> void:
if _current_animation.begins_with("drawing-bow-"):
DrawingBowAnimationFinished.emit()
elif _current_animation.begins_with("firing-arrow-"):
FiringArrowAnimationFinished.emit()
AnimationFinished.emit(_current_animation)
func PlaySpecifiedAnimation(animation_name: String) -> void:
_current_animation = animation_name
for part in _all_parts:
part.animation = animation_name
part.play()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_all_parts = [
full
]
UpdateSprite()
func _build_animation_name(state: BaseState, direction: Enums.Directions) -> String:
# e.g. "idle-down", "walking-up"
var state_str := state.GetAnimationBaseName().replace("_", "-")
var direction_str := _direction_to_animation_state(direction)
return "%s-%s" % [state_str, direction_str]
func _direction_to_animation_state(direction: Enums.Directions) -> String:
if direction == Enums.Directions.LEFT or direction == Enums.Directions.RIGHT:
return "side"
return Enums.Directions.keys()[direction].to_lower()
func _should_flip_horizontal() -> bool:
return direction_component.GetCurrentDirection() == Enums.Directions.LEFT

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uid://cuar23q48cbja

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extends Node
class_name PlayerStateMachine
signal StateChanged
enum States {
UNSET, IDLE, WALKING, USING_ITEM_A, DRAWING_BOW, FIRING_ARROW,
SITTING, CUTSCENE, PLAY_ANIMATION
}
@export var states_container: Node
@export var current_state: BaseState
var state_dict := {}
var queued_state: PlayerStateMachine.States = PlayerStateMachine.States.UNSET
var queued_parameters: Dictionary = {}
# Public Methods
func GetCurrentStateEnum() -> States:
return current_state.GetStateEnum()
func QueueStateChange(to_state_enum: PlayerStateMachine.States, extra_parameters: Dictionary = {}) -> void:
queued_state = to_state_enum
queued_parameters = extra_parameters
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var children := states_container.get_children()
for child in children:
if child is not BaseState:
continue
var state := child as BaseState
state_dict[state.GetStateEnum()] = state
if current_state:
current_state.Enter({})
func _process(delta: float) -> void:
if current_state:
current_state.Update(delta)
if queued_state != PlayerStateMachine.States.UNSET:
_swap_state()
func _swap_state() -> void:
if current_state:
current_state.Exit()
current_state = state_dict[queued_state] as BaseState
current_state.Enter(queued_parameters)
queued_state = PlayerStateMachine.States.UNSET
queued_parameters = {}
StateChanged.emit()

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uid://c74mhfemxuuco

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[gd_scene format=3 uid="uid://6athlweutl2g"]
[ext_resource type="PackedScene" uid="uid://uyl0s1e67x6s" path="res://Entities/Characters/Player/sprite.tscn" id="1_27cb7"]
[ext_resource type="PackedScene" uid="uid://c2ydbmmvnfca6" path="res://Entities/Characters/Player/state_machine.tscn" id="1_lyjr2"]
[ext_resource type="Script" uid="uid://dacvayqstkvws" path="res://Entities/Characters/Player/Scripts/player.gd" id="1_qqvsf"]
[ext_resource type="Script" uid="uid://b0l02v61if6k8" path="res://Scripts/Components/facing_direction_component.gd" id="1_siygm"]
[ext_resource type="Script" uid="uid://dwclkwbig1uii" path="res://Entities/Characters/Player/Scripts/movement_component.gd" id="4_apx8m"]
[ext_resource type="Script" uid="uid://dkmc1t43gomdb" path="res://Entities/Characters/Player/Scripts/States/idle_state.gd" id="4_dxcao"]
[ext_resource type="Script" uid="uid://ckn7gmtc23b8l" path="res://Entities/Characters/Player/Scripts/States/using_item_a_state.gd" id="5_1mdwi"]
[ext_resource type="Script" uid="uid://bwmmah30t3m0u" path="res://Entities/Characters/Player/Scripts/States/walking_state.gd" id="5_cscr0"]
[ext_resource type="Script" uid="uid://brlisuoocwehh" path="res://Entities/Characters/Player/Scripts/interact_scanner.gd" id="6_fu1fx"]
[ext_resource type="Script" uid="uid://bnp1vowmu15lg" path="res://Entities/Characters/Player/Scripts/States/drawing_bow_state.gd" id="7_cscr0"]
[ext_resource type="Script" uid="uid://cd2ewadcm8oi5" path="res://Entities/Characters/Player/Scripts/States/firing_arrow_state.gd" id="8_plevq"]
[ext_resource type="Script" uid="uid://bx1a35al4yiej" path="res://Entities/Characters/Player/Scripts/States/sitting_state.gd" id="9_sdxbo"]
[ext_resource type="Script" uid="uid://bnontuqj3cnom" path="res://Entities/Characters/Player/Scripts/States/cutscene_state.gd" id="10_p06rw"]
[ext_resource type="Script" uid="uid://wfdtd3xlgrvm" path="res://Entities/Characters/Player/Scripts/States/play_animation_state.gd" id="12_aencf"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_apx8m"]
size = Vector2(10, 5)
[sub_resource type="CircleShape2D" id="CircleShape2D_plevq"]
radius = 12.0
[sub_resource type="RectangleShape2D" id="RectangleShape2D_fu1fx"]
size = Vector2(6, 5)
[node name="Player" type="CharacterBody2D" unique_id=1502234578 node_paths=PackedStringArray("player_sprite", "state_machine", "interact_scanner") groups=["Player Group"]]
y_sort_enabled = true
script = ExtResource("1_qqvsf")
player_sprite = NodePath("Player Sprite")
state_machine = NodePath("State Machine")
interact_scanner = NodePath("Marker2D/InteractScanner")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=495465356]
position = Vector2(0, 4.5)
shape = SubResource("RectangleShape2D_apx8m")
[node name="Components" type="Node" parent="." unique_id=567893784]
[node name="FacingDirectionComponent" type="Node" parent="Components" unique_id=408127032]
script = ExtResource("1_siygm")
[node name="MovementComponent" type="Node" parent="Components" unique_id=1773880772 node_paths=PackedStringArray("body")]
script = ExtResource("4_apx8m")
body = NodePath("../..")
[node name="State Machine" parent="." unique_id=732559774 node_paths=PackedStringArray("states_container", "current_state") instance=ExtResource("1_lyjr2")]
states_container = NodePath("States")
current_state = NodePath("States/Idle State")
[node name="States" type="Node" parent="State Machine" unique_id=1171587216]
[node name="Idle State" type="Node" parent="State Machine/States" unique_id=2017409248 node_paths=PackedStringArray("movement_component", "state_machine")]
script = ExtResource("4_dxcao")
movement_component = NodePath("../../../Components/MovementComponent")
state_machine = NodePath("../..")
[node name="Walking State" type="Node" parent="State Machine/States" unique_id=1661048365 node_paths=PackedStringArray("movement_component", "direction_component", "body", "state_machine")]
script = ExtResource("5_cscr0")
movement_component = NodePath("../../../Components/MovementComponent")
direction_component = NodePath("../../../Components/FacingDirectionComponent")
body = NodePath("../../..")
state_machine = NodePath("../..")
[node name="Using Item A State" type="Node" parent="State Machine/States" unique_id=1017153142 node_paths=PackedStringArray("body", "direction_component", "state_machine")]
script = ExtResource("5_1mdwi")
body = NodePath("../../..")
direction_component = NodePath("../../../Components/FacingDirectionComponent")
state_machine = NodePath("../..")
[node name="Drawing Bow State" type="Node" parent="State Machine/States" unique_id=317681716 node_paths=PackedStringArray("movement_componenent", "body", "state_machine")]
script = ExtResource("7_cscr0")
movement_componenent = NodePath("../../../Components/MovementComponent")
body = NodePath("../../..")
state_machine = NodePath("../..")
[node name="Firing Arrow State" type="Node" parent="State Machine/States" unique_id=2129772816 node_paths=PackedStringArray("direction_component", "arrow_spawn_marker", "state_machine")]
script = ExtResource("8_plevq")
direction_component = NodePath("../../../Components/FacingDirectionComponent")
arrow_spawn_marker = NodePath("../../../Marker2D")
state_machine = NodePath("../..")
[node name="Sitting State" type="Node" parent="State Machine/States" unique_id=1774602333 node_paths=PackedStringArray("state_machine")]
script = ExtResource("9_sdxbo")
state_machine = NodePath("../..")
[node name="Cutscene State" type="Node" parent="State Machine/States" unique_id=1722986400 node_paths=PackedStringArray("state_machine")]
script = ExtResource("10_p06rw")
state_machine = NodePath("../..")
[node name="Play Animation State" type="Node" parent="State Machine/States" unique_id=1357816619 node_paths=PackedStringArray("state_machine")]
script = ExtResource("12_aencf")
state_machine = NodePath("../..")
[node name="Occlusion Culling Area" type="Area2D" parent="." unique_id=1195961806]
collision_layer = 8
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="Occlusion Culling Area" unique_id=1162272029]
shape = SubResource("CircleShape2D_plevq")
[node name="Player Sprite" parent="." unique_id=1169131604 node_paths=PackedStringArray("state_machine", "direction_component") instance=ExtResource("1_27cb7")]
state_machine = NodePath("../State Machine")
direction_component = NodePath("../Components/FacingDirectionComponent")
[node name="Marker2D" type="Marker2D" parent="." unique_id=2003544808]
[node name="InteractScanner" type="Area2D" parent="Marker2D" unique_id=408353807 node_paths=PackedStringArray("parent", "direction_component")]
collision_layer = 0
collision_mask = 2
script = ExtResource("6_fu1fx")
parent = NodePath("..")
direction_component = NodePath("../../Components/FacingDirectionComponent")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Marker2D/InteractScanner" unique_id=1274307485]
position = Vector2(0, 9.5)
shape = SubResource("RectangleShape2D_fu1fx")
debug_color = Color(0.79959095, 0.41617078, 0.18507844, 0.41960785)
[connection signal="SitOnFurnitureTriggered" from="." to="State Machine/States/Idle State" method="OnSitOnFurnitureTriggered"]
[connection signal="DirectionChanged" from="Components/FacingDirectionComponent" to="Player Sprite" method="UpdateSprite"]
[connection signal="DirectionChanged" from="Components/FacingDirectionComponent" to="Marker2D/InteractScanner" method="OnDirectionChanged"]
[connection signal="PlayerBecameIdle" from="State Machine/States/Idle State" to="Player Sprite" method="UpdateSprite"]
[connection signal="StartedWalking" from="State Machine/States/Walking State" to="Player Sprite" method="UpdateSprite"]
[connection signal="PlayerBeganDrawingBow" from="State Machine/States/Drawing Bow State" to="Player Sprite" method="UpdateSprite"]
[connection signal="PlayerBeganFiringArrow" from="State Machine/States/Firing Arrow State" to="Player Sprite" method="UpdateSprite"]
[connection signal="PlayAnimation" from="State Machine/States/Play Animation State" to="Player Sprite" method="PlaySpecifiedAnimation"]
[connection signal="AnimationFinished" from="Player Sprite" to="State Machine/States/Play Animation State" method="OnAnimationFinished"]
[connection signal="DrawingBowAnimationFinished" from="Player Sprite" to="State Machine/States/Drawing Bow State" method="OnDrawingBowAnimationFinished"]
[connection signal="FiringArrowAnimationFinished" from="Player Sprite" to="State Machine/States/Firing Arrow State" method="OnFiringArrowAnimationFinished"]
[connection signal="InteractionActionTriggered" from="Marker2D/InteractScanner" to="." method="_on_interaction_action_triggered"]
[connection signal="area_entered" from="Marker2D/InteractScanner" to="." method="_on_interact_scanner_area_entered"]
[connection signal="area_exited" from="Marker2D/InteractScanner" to="." method="_on_interact_scanner_area_exited"]
[connection signal="body_entered" from="Marker2D/InteractScanner" to="." method="_on_interact_scanner_body_entered"]
[connection signal="body_exited" from="Marker2D/InteractScanner" to="." method="_on_interact_scanner_body_exited"]

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[gd_scene format=3 uid="uid://cbog2vcpvg734"]
[ext_resource type="Texture2D" uid="uid://dxycty45yvcdq" path="res://Assets/Spritesheets/Player/Tools/Wooden_Bow.png" id="1_b6p0h"]
[sub_resource type="AtlasTexture" id="AtlasTexture_yka8g"]
atlas = ExtResource("1_b6p0h")
region = Rect2(0, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_8vxy0"]
atlas = ExtResource("1_b6p0h")
region = Rect2(64, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_26j7r"]
atlas = ExtResource("1_b6p0h")
region = Rect2(128, 0, 64, 64)
[sub_resource type="SpriteFrames" id="SpriteFrames_a2gi6"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_yka8g")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8vxy0")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_26j7r")
}],
"loop": false,
"name": &"draw-bow-down",
"speed": 5.0
}]
[node name="Player Bow Sprite" type="Node2D" unique_id=1297275413]
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1622645109]
sprite_frames = SubResource("SpriteFrames_a2gi6")
animation = &"draw-bow-down"
frame = 2
frame_progress = 1.0

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@@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://c2ydbmmvnfca6"]
[ext_resource type="Script" uid="uid://c74mhfemxuuco" path="res://Entities/Characters/Player/Scripts/state_machine.gd" id="1_clu2m"]
[node name="StateMachine" type="Node" unique_id=732559774]
script = ExtResource("1_clu2m")