Reorganize file structure of project
This commit is contained in:
@@ -1,33 +0,0 @@
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extends CharacterBody2D
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enum States {
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IDLE,
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PECKING
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}
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@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
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var current_state := States.IDLE
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var pecking_sched := randf_range(8.0, 25.0)
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var pecking_timer := 0.0
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func _ready() -> void:
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_print_sched()
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func _process(delta: float) -> void:
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if current_state == States.IDLE:
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pecking_timer += delta
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if pecking_timer >= pecking_sched:
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current_state = States.PECKING
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animated_sprite_2d.play("pecking")
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await animated_sprite_2d.animation_finished
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animated_sprite_2d.play("idle")
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pecking_sched = randf_range(8.0, 25.0)
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pecking_timer = 0
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current_state = States.IDLE
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_print_sched()
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func _print_sched() -> void:
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print("%s Pecking Schedule: %f" % [name, pecking_sched])
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@@ -1 +0,0 @@
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uid://c5pt6iroi01si
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@@ -1,10 +0,0 @@
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extends Node
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@export var state_machine: PlayerStateMachine
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# Public Methods
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func OnMovementInput(_movement_vector: Vector2) -> void:
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var current_state := state_machine.GetCurrentStateEnum()
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if current_state == PlayerStateMachine.States.IDLE:
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var idle_state := state_machine.current_state as PlayerIdleState
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idle_state.QueueMovement()
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@@ -1 +0,0 @@
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uid://ctoxjn2rvtjs6
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@@ -1,33 +0,0 @@
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class_name BaseState
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extends Node
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@export var state_machine: PlayerStateMachine
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func GetStateEnum() -> PlayerStateMachine.States:
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push_error("Unimplemented Method: BaseState.GetName")
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return PlayerStateMachine.States.IDLE
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func GetAnimationBaseName() -> String:
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var state: String = PlayerStateMachine.States.keys()[GetStateEnum()]
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return state.to_lower()
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func Enter(_extra_parameters: Dictionary) -> void:
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pass
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func Exit() -> void:
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pass
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func Update(_delta: float) -> void:
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pass
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func IsActive() -> bool:
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return state_machine.GetCurrentStateEnum() == GetStateEnum()
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func IsStateActionable() -> bool:
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return true
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@@ -1 +0,0 @@
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uid://cb57l5vpq5bee
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@@ -1,29 +0,0 @@
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extends BaseState
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class_name PlayerCutsceneState
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@onready var interact_scanner: InteractScanner = $"../../../Marker2D/InteractScanner"
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# Public Methods
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.CUTSCENE
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func GetAnimationBaseName() -> String:
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return "idle"
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func Enter(_extra_parameters: Dictionary) -> void:
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print("Cutscene Started")
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interact_scanner.disable_interactions = true
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func Exit() -> void:
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interact_scanner.disable_interactions = false
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func OnCutsceneEnded() -> void:
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state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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func IsStateActionable() -> bool:
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return false
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@@ -1 +0,0 @@
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uid://bnontuqj3cnom
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@@ -1,37 +0,0 @@
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extends BaseState
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signal PlayerBeganDrawingBow
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@export var strafing_speed := 35
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@export var movement_componenent: MovementComponent
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@export var body: CharacterBody2D
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var used_item_action: String
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var animation_finished := false
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.DRAWING_BOW
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func Enter(extra_parameters: Dictionary) -> void:
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animation_finished = false
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used_item_action = extra_parameters.action_name
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PlayerBeganDrawingBow.emit()
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func Update(_delta: float) -> void:
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if !animation_finished:
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return
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if !Input.is_action_pressed(used_item_action):
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state_machine.QueueStateChange(PlayerStateMachine.States.FIRING_ARROW)
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return
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var movement_vector := movement_componenent.movement_vector
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if movement_vector != Vector2.ZERO:
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body.velocity = movement_vector * strafing_speed
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body.move_and_slide()
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func OnDrawingBowAnimationFinished() -> void:
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animation_finished = true
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@@ -1 +0,0 @@
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uid://bnp1vowmu15lg
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@@ -1,31 +0,0 @@
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extends BaseState
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class_name FiringArrowState
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signal PlayerBeganFiringArrow
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signal ArrowFired(spawn_position: Vector2, direction: Vector2)
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@export var direction_component: FacingDirectionComponent
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@export var arrow_spawn_marker: Marker2D
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.FIRING_ARROW
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func Enter(_extra_parameters: Dictionary) -> void:
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PlayerBeganFiringArrow.emit()
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var position := arrow_spawn_marker.global_position
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var direction := Vector2.ZERO
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if direction_component.current_direction == Enums.Directions.LEFT:
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direction = Vector2.LEFT
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elif direction_component.current_direction == Enums.Directions.RIGHT:
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direction = Vector2.RIGHT
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elif direction_component.current_direction == Enums.Directions.UP:
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direction = Vector2.UP
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elif direction_component.current_direction == Enums.Directions.DOWN:
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direction = Vector2.DOWN
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ArrowFired.emit(position, direction)
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func OnFiringArrowAnimationFinished() -> void:
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state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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@@ -1 +0,0 @@
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uid://cd2ewadcm8oi5
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@@ -1,47 +0,0 @@
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extends BaseState
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class_name PlayerIdleState
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@export var movement_component: MovementComponent
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signal PlayerBecameIdle
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var _sit_queued := false
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var _sit_queue_pos: Vector2
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var _sit_queue_dir: Enums.Directions
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.IDLE
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func Enter(_extra_parameters: Dictionary) -> void:
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PlayerBecameIdle.emit()
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func Update(_delta: float) -> void:
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var item_a := Input.is_action_just_pressed("use_item_a")
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if item_a:
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state_machine.QueueStateChange(PlayerStateMachine.States.USING_ITEM_A, {})
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return
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if _sit_queued:
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state_machine.QueueStateChange(PlayerStateMachine.States.SITTING, {"pos": _sit_queue_pos, "dir": _sit_queue_dir})
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_sit_queued = false
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return
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if movement_component.movement_vector != Vector2.ZERO:
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state_machine.QueueStateChange(PlayerStateMachine.States.WALKING)
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func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions) -> void:
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if state_machine.GetCurrentStateEnum() != GetStateEnum():
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return
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_sit_queued = true
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_sit_queue_pos = sitting_position
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_sit_queue_dir = sitting_direction
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func OnCutsceneStarted() -> void:
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state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)
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@@ -1 +0,0 @@
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uid://dkmc1t43gomdb
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@@ -1,30 +0,0 @@
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extends BaseState
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class_name PlayerPlayAnimationState
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signal PlayAnimation(animation_name: String)
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signal AnimationFinished(animation_name: String)
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var current_animation_name: String
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# Public Methods
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func GetAnimationBaseName() -> String:
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return "idle"
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.PLAY_ANIMATION
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func Enter(_extra_parameters: Dictionary) -> void:
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current_animation_name = _extra_parameters["animation_name"]
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print("Playing Player Animation State: [%s]" % current_animation_name)
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PlayAnimation.emit(current_animation_name)
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func Exit() -> void:
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current_animation_name = ''
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func OnAnimationFinished(animation_name: String) -> void:
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if animation_name != current_animation_name: return
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AnimationFinished.emit(animation_name)
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@@ -1 +0,0 @@
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uid://wfdtd3xlgrvm
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@@ -1,25 +0,0 @@
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extends BaseState
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@onready var player: PlayerCharacter = $"../../.."
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@onready var facing_direction_component: FacingDirectionComponent = $"../../../Components/FacingDirectionComponent"
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func GetAnimationBaseName() -> String:
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return "idle"
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.SITTING
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func Enter(extra_parameters: Dictionary) -> void:
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var pos := extra_parameters["pos"] as Vector2
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var dir := extra_parameters["dir"] as Enums.Directions
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player.position = pos
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facing_direction_component.SetDirectionManually(dir)
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func Update(_delta: float) -> void:
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if Input.is_action_just_pressed("player_interact"):
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player.position = Vector2(player.position.x, player.position.y + 16)
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state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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@@ -1 +0,0 @@
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uid://bx1a35al4yiej
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@@ -1,15 +0,0 @@
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extends BaseState
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@export var body: CharacterBody2D
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@export var direction_component: FacingDirectionComponent
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.USING_ITEM_A
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func GetAnimationBaseName() -> String:
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return "idle"
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func Update(_delta: float) -> void:
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state_machine.QueueStateChange(PlayerStateMachine.States.DRAWING_BOW, { "action_name": "use_item_a" })
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@@ -1 +0,0 @@
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uid://ckn7gmtc23b8l
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@@ -1,27 +0,0 @@
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extends BaseState
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signal StartedWalking
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@export var walking_speed := 100
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@export var movement_component: MovementComponent
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@export var direction_component: FacingDirectionComponent
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@export var body: CharacterBody2D
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.WALKING
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func Enter(_extra_parameters: Dictionary) -> void:
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StartedWalking.emit()
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func Update(_delta: float) -> void:
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if movement_component.movement_vector == Vector2.ZERO:
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state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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return
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var movement_vector := movement_component.movement_vector
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body.velocity = movement_vector * walking_speed
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body.move_and_slide()
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direction_component.ChangeDirectionUsingMovementVector(movement_vector)
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@@ -1 +0,0 @@
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uid://bwmmah30t3m0u
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@@ -1,28 +0,0 @@
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extends Area2D
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class_name InteractScanner
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signal InteractionActionTriggered()
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@export var parent: Node2D
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@export var direction_component: FacingDirectionComponent
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@export var disable_interactions := false
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# Public Methods
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func OnDirectionChanged() -> void:
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var direction := direction_component.GetCurrentDirection()
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if direction == Enums.Directions.LEFT:
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parent.rotation = deg_to_rad(90)
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elif direction == Enums.Directions.RIGHT:
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parent.rotation = deg_to_rad(-90)
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elif direction == Enums.Directions.UP:
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parent.rotation = deg_to_rad(180)
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else:
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parent.rotation = deg_to_rad(0)
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func _process(_delta: float) -> void:
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if disable_interactions:
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return
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if Input.is_action_just_pressed("player_interact"):
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InputManager.IgnoreAction("player_interact")
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InteractionActionTriggered.emit()
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@@ -1 +0,0 @@
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uid://brlisuoocwehh
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@@ -1,18 +0,0 @@
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extends Node
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class_name MovementComponent
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signal MovementInput(movement_vector: Vector2)
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# Dynamic Exports
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@export var body: CharacterBody2D
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var movement_vector: Vector2
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func _physics_process(_delta: float) -> void:
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var direction_vector := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if direction_vector:
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movement_vector = direction_vector
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MovementInput.emit(movement_vector)
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else:
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movement_vector = Vector2.ZERO
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@@ -1 +0,0 @@
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uid://dwclkwbig1uii
|
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@@ -1,18 +0,0 @@
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extends CharacterBody2D
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class_name PlayerCharacter
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# Signals
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signal SitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions)
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# Exports
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@export var player_sprite: PlayerSprite
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@export var state_machine: PlayerStateMachine
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@export var interact_scanner: InteractScanner
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# Public Methods
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func QueueCutsceneState() -> void:
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state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)
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func QueueEndCutsceneState() -> void:
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state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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@@ -1 +0,0 @@
|
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uid://dacvayqstkvws
|
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@@ -1,78 +0,0 @@
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extends Node2D
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class_name PlayerSprite
|
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|
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# Signals
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signal DrawingBowAnimationFinished
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signal FiringArrowAnimationFinished
|
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signal AnimationFinished(animation_name: String)
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|
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# Exports
|
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@export var state_machine: PlayerStateMachine
|
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@export var direction_component: FacingDirectionComponent
|
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|
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# OnReady Variables
|
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@onready var full: AnimatedSprite2D = $Full
|
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|
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# Private Variables
|
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var _all_parts: Array[AnimatedSprite2D]
|
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var _current_animation := "idle-down"
|
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var _is_flipped := false
|
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|
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# Public Methods
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func UpdateSprite() -> void:
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var current_state := state_machine.current_state
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var current_direction := direction_component.GetCurrentDirection()
|
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var animation := _build_animation_name(current_state, current_direction)
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var should_flip := _should_flip_horizontal()
|
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|
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if animation == _current_animation and should_flip == _is_flipped:
|
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return
|
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|
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_current_animation = animation
|
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_is_flipped = should_flip
|
||||
|
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for part in _all_parts:
|
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part.animation = animation
|
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part.play()
|
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part.flip_h = should_flip
|
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|
||||
|
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func OnAnimationFinished() -> void:
|
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if _current_animation.begins_with("drawing-bow-"):
|
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DrawingBowAnimationFinished.emit()
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elif _current_animation.begins_with("firing-arrow-"):
|
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FiringArrowAnimationFinished.emit()
|
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AnimationFinished.emit(_current_animation)
|
||||
|
||||
|
||||
func PlaySpecifiedAnimation(animation_name: String) -> void:
|
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_current_animation = animation_name
|
||||
for part in _all_parts:
|
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part.animation = animation_name
|
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part.play()
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
_all_parts = [
|
||||
full
|
||||
]
|
||||
|
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UpdateSprite()
|
||||
|
||||
|
||||
func _build_animation_name(state: BaseState, direction: Enums.Directions) -> String:
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# e.g. "idle-down", "walking-up"
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||||
var state_str := state.GetAnimationBaseName().replace("_", "-")
|
||||
var direction_str := _direction_to_animation_state(direction)
|
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return "%s-%s" % [state_str, direction_str]
|
||||
|
||||
|
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func _direction_to_animation_state(direction: Enums.Directions) -> String:
|
||||
if direction == Enums.Directions.LEFT or direction == Enums.Directions.RIGHT:
|
||||
return "side"
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return Enums.Directions.keys()[direction].to_lower()
|
||||
|
||||
|
||||
func _should_flip_horizontal() -> bool:
|
||||
return direction_component.GetCurrentDirection() == Enums.Directions.LEFT
|
||||
@@ -1 +0,0 @@
|
||||
uid://cuar23q48cbja
|
||||
@@ -1,58 +0,0 @@
|
||||
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()
|
||||
@@ -1 +0,0 @@
|
||||
uid://c74mhfemxuuco
|
||||
@@ -1,22 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# Exports
|
||||
@export var player: PlayerCharacter
|
||||
@export var arrow_parent: Node2D
|
||||
|
||||
# Preloads
|
||||
const wooden_arrow_scene: PackedScene = preload("uid://b2wq5m01b68rx")
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
var firing_arrow_state: FiringArrowState = player.get_node("State Machine/States/Firing Arrow State")
|
||||
firing_arrow_state.ArrowFired.connect(_on_arrow_fired)
|
||||
|
||||
|
||||
func _on_arrow_fired(fire_position: Vector2, direction: Vector2) -> void:
|
||||
var wooden_arrow := wooden_arrow_scene.instantiate() as BaseProjectile
|
||||
wooden_arrow.SetProjectileStartAndDirection(fire_position, direction)
|
||||
|
||||
if arrow_parent == null:
|
||||
return
|
||||
arrow_parent.add_child(wooden_arrow)
|
||||
@@ -1 +0,0 @@
|
||||
uid://dvgd5ejerauqm
|
||||
@@ -1,8 +0,0 @@
|
||||
extends Node
|
||||
|
||||
var location_items: AbstractLocationItems
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
# TODO Will have an APLocationItems, select the correct one
|
||||
location_items = LocationItems.new()
|
||||
@@ -1 +0,0 @@
|
||||
uid://cb4tuxriixfqs
|
||||
@@ -1,53 +0,0 @@
|
||||
extends Node
|
||||
|
||||
func GetAllTreasureChests() -> Array[BaseChest]:
|
||||
var nodes := get_tree().get_nodes_in_group("Treasure Chest Group")
|
||||
var arr: Array[BaseChest] = []
|
||||
|
||||
for node in nodes:
|
||||
if node is BaseChest:
|
||||
arr.append(node as BaseChest)
|
||||
|
||||
return arr
|
||||
|
||||
|
||||
func GetAllInteractiveLoadingZones() -> Array[InteractiveLoadingZone]:
|
||||
var nodes := get_tree().get_nodes_in_group("Interactive Loading Zone Group")
|
||||
var arr: Array[InteractiveLoadingZone] = []
|
||||
|
||||
for node in nodes:
|
||||
if node is InteractiveLoadingZone:
|
||||
arr.append(node)
|
||||
|
||||
return arr
|
||||
|
||||
|
||||
func GetAllLoadingZoneTransporters() -> Array[LoadingZoneTransporter]:
|
||||
var nodes := get_tree().get_nodes_in_group("Loading Zone Transporter Group")
|
||||
var arr: Array[LoadingZoneTransporter] = []
|
||||
|
||||
for node in nodes:
|
||||
if node is LoadingZoneTransporter:
|
||||
arr.append(node)
|
||||
|
||||
return arr
|
||||
|
||||
|
||||
func GetAllDialogueTriggers() -> Array[DialogueTrigger]:
|
||||
var nodes := get_tree().get_nodes_in_group("Dialog Trigger Group")
|
||||
|
||||
var arr: Array[DialogueTrigger] = []
|
||||
|
||||
for node in nodes:
|
||||
if node is DialogueTrigger:
|
||||
arr.append(node)
|
||||
|
||||
return arr
|
||||
|
||||
|
||||
func GetPlayer() -> PlayerCharacter:
|
||||
var nodes := get_tree().get_nodes_in_group("Player Group")
|
||||
if nodes.is_empty():
|
||||
return null
|
||||
|
||||
return nodes[0] as PlayerCharacter
|
||||
@@ -1 +0,0 @@
|
||||
uid://bk7o4drbfh24p
|
||||
@@ -1,16 +0,0 @@
|
||||
extends Node
|
||||
|
||||
var _actions_to_ignore: Array[StringName] = []
|
||||
|
||||
# Public Methods
|
||||
func IgnoreAction(action_name: StringName) -> void:
|
||||
_actions_to_ignore.append(action_name)
|
||||
|
||||
|
||||
func ShouldIgnoreAction(action_name: StringName) -> bool:
|
||||
return _actions_to_ignore.has(action_name)
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _process(_delta: float) -> void:
|
||||
_actions_to_ignore = []
|
||||
@@ -1 +0,0 @@
|
||||
uid://dnbg1dpjcq6vk
|
||||
@@ -1,25 +0,0 @@
|
||||
extends Node
|
||||
|
||||
const HOME_01 = preload("uid://laxewy7irxno")
|
||||
const PATH_TO_DUNGEON_01 = preload("uid://b07m0k40dh042")
|
||||
const SHOP = preload("uid://bwt0ijoq4qmhn")
|
||||
|
||||
@onready var mapping := {
|
||||
Enums.MapIds.SHOP_01: SHOP,
|
||||
Enums.MapIds.PATH_TO_FOREST_DUNGEON_01: PATH_TO_DUNGEON_01,
|
||||
Enums.MapIds.PATH_TO_FOREST_HOME_01: HOME_01
|
||||
}
|
||||
|
||||
var _spawn_marker: String
|
||||
|
||||
# Public Methods
|
||||
func GetMap(map_id: Enums.MapIds) -> PackedScene:
|
||||
return mapping[map_id]
|
||||
|
||||
|
||||
func SetSpawnMarker(marker_name: String) -> void:
|
||||
_spawn_marker = marker_name
|
||||
|
||||
|
||||
func GetSpawnMarker() -> String:
|
||||
return _spawn_marker
|
||||
@@ -1 +0,0 @@
|
||||
uid://c4jogxtdi3m13
|
||||
@@ -1,54 +0,0 @@
|
||||
extends Node
|
||||
class_name BenchInteractionConnector
|
||||
|
||||
# Signals
|
||||
signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
|
||||
|
||||
# Exports
|
||||
@export var player: PlayerCharacter
|
||||
|
||||
# Private Variables
|
||||
var _benches_in_range: Array[WoodenBench] = []
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
player.interact_scanner.area_entered.connect(_on_interact_scanned)
|
||||
player.interact_scanner.area_exited.connect(_on_interact_unscanned)
|
||||
player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
|
||||
|
||||
|
||||
func _on_interact_scanned(area: Area2D) -> void:
|
||||
var parent := area.get_parent()
|
||||
if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
|
||||
return
|
||||
_benches_in_range.append(parent)
|
||||
|
||||
|
||||
func _on_interact_unscanned(area: Area2D) -> void:
|
||||
var parent: Node = area.get_parent()
|
||||
if parent == null or parent is not WoodenBench or !_benches_in_range.has(parent):
|
||||
return
|
||||
_benches_in_range.erase(parent)
|
||||
|
||||
|
||||
func _on_interact_triggered() -> void:
|
||||
if _benches_in_range.is_empty():
|
||||
return
|
||||
|
||||
var bench := _benches_in_range[0]
|
||||
var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
|
||||
var sitting_spot_markers := sitting_spots_container.get_children()
|
||||
|
||||
var closest_marker: Marker2D
|
||||
var distance_to_player := 9999.0
|
||||
for node in sitting_spot_markers:
|
||||
var marker := node as Marker2D
|
||||
var distance := marker.global_position.distance_to(player.global_position)
|
||||
if distance < distance_to_player:
|
||||
closest_marker = marker
|
||||
distance_to_player = distance
|
||||
|
||||
if !closest_marker:
|
||||
return
|
||||
|
||||
player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
|
||||
@@ -1 +0,0 @@
|
||||
uid://c5yjcjk51l4bd
|
||||
@@ -1,26 +0,0 @@
|
||||
extends Area2D
|
||||
|
||||
@export var camera_to_limit: Camera2D
|
||||
@export var auto_limit := true
|
||||
|
||||
func _ready() -> void:
|
||||
if camera_to_limit == null or !auto_limit or get_child_count() == 0:
|
||||
return
|
||||
|
||||
var collision_shape: CollisionShape2D = get_children()[0]
|
||||
if collision_shape.shape is not RectangleShape2D:
|
||||
return
|
||||
|
||||
var limits := _get_normalized_limits(collision_shape)
|
||||
camera_to_limit.limit_left = limits.position.x
|
||||
camera_to_limit.limit_top = limits.position.y
|
||||
camera_to_limit.limit_right = limits.end.x
|
||||
camera_to_limit.limit_bottom = limits.end.y
|
||||
|
||||
|
||||
func _get_normalized_limits(collision_shape: CollisionShape2D) -> Rect2i:
|
||||
var rectangle_shape := collision_shape.shape as RectangleShape2D
|
||||
var rect_position := collision_shape.position
|
||||
var size := rectangle_shape.size
|
||||
var begin := rect_position - size / 2
|
||||
return Rect2(begin.x, begin.y, size.x, size.y)
|
||||
@@ -1 +0,0 @@
|
||||
uid://kfupww4frb1r
|
||||
@@ -1,76 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# Signals
|
||||
signal OpeningOfOpenedChestAttempted
|
||||
|
||||
# Exports
|
||||
@export var player: PlayerCharacter
|
||||
@export var auto_connect_all_chests := true
|
||||
|
||||
# Private Variables
|
||||
var _chests_in_range: Array[BaseChest] = []
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
player.interact_scanner.area_entered.connect(_on_interact_scanned)
|
||||
player.interact_scanner.area_exited.connect(_on_interact_unscanned)
|
||||
player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
|
||||
|
||||
var chests := GroupUtils.GetAllTreasureChests()
|
||||
for chest in chests:
|
||||
chest.OpeningAnimationStarted.connect(_on_chest_opening_animation_started)
|
||||
|
||||
|
||||
func _on_chest_opening_animation_started() -> void:
|
||||
var player := GroupUtils.GetPlayer()
|
||||
var children := player.get_children()
|
||||
|
||||
player.QueueCutsceneState()
|
||||
|
||||
var camera_idx := children.find_custom(func(x): return x is Camera2D)
|
||||
if camera_idx == -1: return
|
||||
|
||||
# Zoom In
|
||||
var camera := children[camera_idx] as Camera2D
|
||||
var current_zoom := camera.zoom
|
||||
await get_tree().create_tween().tween_property(camera, "zoom", current_zoom + Vector2(2, 2), 0.5).finished
|
||||
|
||||
# Player the player's chest opening animation
|
||||
player.state_machine.QueueStateChange(PlayerStateMachine.States.PLAY_ANIMATION, { "animation_name": "opening-chest-down" })
|
||||
await player.state_machine.StateChanged
|
||||
var play_animation_state := player.state_machine.current_state as PlayerPlayAnimationState
|
||||
await play_animation_state.AnimationFinished
|
||||
player.state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
|
||||
|
||||
# Zoom back out
|
||||
await get_tree().create_tween().tween_property(camera, "zoom", current_zoom, 0.5).finished
|
||||
|
||||
|
||||
func _on_interact_scanned(area: Area2D) -> void:
|
||||
var chest = area.get_parent()
|
||||
if chest == null or chest is not BaseChest:
|
||||
return
|
||||
if _chests_in_range.has(chest):
|
||||
return
|
||||
_chests_in_range.append(chest)
|
||||
|
||||
|
||||
func _on_interact_unscanned(area: Area2D) -> void:
|
||||
var chest = area.get_parent()
|
||||
if chest == null or chest is not BaseChest:
|
||||
return
|
||||
if !_chests_in_range.has(chest):
|
||||
return
|
||||
_chests_in_range.erase(chest)
|
||||
|
||||
|
||||
func _on_interact_triggered() -> void:
|
||||
if _chests_in_range.is_empty():
|
||||
return
|
||||
|
||||
var chest := _chests_in_range[0]
|
||||
if !chest.is_open:
|
||||
chest.Open()
|
||||
else:
|
||||
chest.OpenAlreadyOpened()
|
||||
OpeningOfOpenedChestAttempted.emit()
|
||||
@@ -1 +0,0 @@
|
||||
uid://dw76slp457s1v
|
||||
@@ -1,12 +0,0 @@
|
||||
extends Node
|
||||
|
||||
@export var player: PlayerCharacter
|
||||
|
||||
# Public Methods
|
||||
func OnPlayerAreaEntered(area: Area2D) -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
pass
|
||||
@@ -1 +0,0 @@
|
||||
uid://dbscr0b7k3rtp
|
||||
@@ -1,35 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# Exports
|
||||
@export var player: PlayerCharacter
|
||||
|
||||
# Private Variables
|
||||
var _zones_in_range: Array[InteractiveLoadingZone] = []
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
player.interact_scanner.area_entered.connect(_on_interact_scanned)
|
||||
player.interact_scanner.area_exited.connect(_on_interact_unscanned)
|
||||
player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
|
||||
|
||||
|
||||
func _on_interact_scanned(area: Area2D) -> void:
|
||||
if area is not InteractiveLoadingZone or _zones_in_range.has(area):
|
||||
return
|
||||
|
||||
_zones_in_range.append(area)
|
||||
|
||||
|
||||
func _on_interact_unscanned(area: Area2D) -> void:
|
||||
if area is not InteractiveLoadingZone or !_zones_in_range.has(area):
|
||||
return
|
||||
|
||||
_zones_in_range.erase(area)
|
||||
|
||||
|
||||
func _on_interact_triggered() -> void:
|
||||
if _zones_in_range.is_empty():
|
||||
return
|
||||
|
||||
var zone := _zones_in_range[0]
|
||||
zone.Activate()
|
||||
@@ -1 +0,0 @@
|
||||
uid://d3hhbegfxdnqq
|
||||
@@ -1,27 +0,0 @@
|
||||
extends Node
|
||||
|
||||
@onready var item_notification: Label = $"../CanvasLayer/Item Notification"
|
||||
|
||||
var current_shop_item: ShopItem = null
|
||||
|
||||
# Public Methods
|
||||
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
|
||||
if area is not ShopItem:
|
||||
return
|
||||
|
||||
var shop_item := area as ShopItem
|
||||
if shop_item != current_shop_item:
|
||||
current_shop_item = shop_item
|
||||
var check_location := shop_item.check_location
|
||||
var item := GameManager.location_items.CheckItemAtLocation(check_location)
|
||||
var item_name: String = Enums.Items.keys()[item]
|
||||
item_notification.text = item_name
|
||||
|
||||
|
||||
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
|
||||
if area is not ShopItem:
|
||||
return
|
||||
|
||||
if area == current_shop_item:
|
||||
item_notification.text = ""
|
||||
current_shop_item = null
|
||||
@@ -1 +0,0 @@
|
||||
uid://cpr710p4wdgx
|
||||
@@ -1,16 +0,0 @@
|
||||
extends Node
|
||||
|
||||
@export var player: CharacterBody2D
|
||||
@export var markers: Node2D
|
||||
|
||||
# Public Methods
|
||||
func _ready() -> void:
|
||||
var marker_name := MapLoader.GetSpawnMarker()
|
||||
if !marker_name:
|
||||
return
|
||||
|
||||
for child in markers.get_children():
|
||||
if child.name == marker_name:
|
||||
var marker := child as Marker2D
|
||||
var position := marker.global_position
|
||||
player.position = position
|
||||
@@ -1 +0,0 @@
|
||||
uid://dkcsftcdqtmg
|
||||
@@ -1,2 +0,0 @@
|
||||
extends Node2D
|
||||
class_name BaseMap
|
||||
@@ -1 +0,0 @@
|
||||
uid://da5dg36wink7x
|
||||
@@ -1,11 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
@onready var item_notification: Label = $"CanvasLayer/Item Notification"
|
||||
|
||||
|
||||
func _on_player_shop_item_scanned(item_name: String) -> void:
|
||||
item_notification.text = item_name
|
||||
|
||||
|
||||
func _on_player_shop_item_unscanned() -> void:
|
||||
item_notification.text = ""
|
||||
@@ -1 +0,0 @@
|
||||
uid://btg630l3xo16w
|
||||
@@ -1,14 +0,0 @@
|
||||
extends StaticBody2D
|
||||
class_name BaseChest
|
||||
|
||||
signal OpeningAnimationStarted
|
||||
|
||||
@export var is_open := false
|
||||
|
||||
# Public Methods
|
||||
func Open() -> void:
|
||||
is_open = true
|
||||
|
||||
|
||||
func OpenAlreadyOpened() -> void:
|
||||
pass
|
||||
@@ -1 +0,0 @@
|
||||
uid://0fsmtp1umvmp
|
||||
@@ -1,4 +0,0 @@
|
||||
extends BaseChest
|
||||
class_name BaseItemChest
|
||||
|
||||
@export var item_id: Enums.Items
|
||||
@@ -1 +0,0 @@
|
||||
uid://dbuc0f87m24xf
|
||||
@@ -1,33 +0,0 @@
|
||||
extends BaseItemChest
|
||||
|
||||
@onready var chest_01_sprite: AnimatedSprite2D = $"Sprite"
|
||||
|
||||
@export var is_locked := false
|
||||
@export var locked_message_dialogue_trigger: DialogueTrigger
|
||||
@export var already_opened_message_dialogue_trigger: DialogueTrigger
|
||||
|
||||
# Public Methods
|
||||
func Open() -> void:
|
||||
if is_locked:
|
||||
if locked_message_dialogue_trigger:
|
||||
locked_message_dialogue_trigger.Trigger()
|
||||
return
|
||||
|
||||
super.Open()
|
||||
|
||||
OpeningAnimationStarted.emit()
|
||||
chest_01_sprite.play("opening")
|
||||
|
||||
var item_name: String = Enums.Items.keys()[item_id]
|
||||
print(item_name)
|
||||
|
||||
|
||||
func OpenAlreadyOpened() -> void:
|
||||
if already_opened_message_dialogue_trigger:
|
||||
already_opened_message_dialogue_trigger.Trigger()
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
if is_open:
|
||||
chest_01_sprite.play("opened")
|
||||
@@ -1 +0,0 @@
|
||||
uid://bvq13h8uyx572
|
||||
@@ -1,2 +0,0 @@
|
||||
extends StaticBody2D
|
||||
class_name WoodenBench
|
||||
@@ -1 +0,0 @@
|
||||
uid://c6n652dy18xbm
|
||||
@@ -1,10 +0,0 @@
|
||||
extends Area2D
|
||||
class_name DialogueTrigger
|
||||
|
||||
signal DialogueTriggered(dialogue_name: String)
|
||||
|
||||
@export var dialogue_name: String
|
||||
|
||||
# Public Methods
|
||||
func Trigger() -> void:
|
||||
DialogueTriggered.emit(dialogue_name)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cfsfx0sahh5t7
|
||||
@@ -1,17 +0,0 @@
|
||||
extends StaticBody2D
|
||||
|
||||
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
|
||||
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
|
||||
|
||||
var is_open := false
|
||||
|
||||
func OpenGate() -> void:
|
||||
if is_open:
|
||||
return
|
||||
is_open = true
|
||||
|
||||
sprite.play("opening")
|
||||
await sprite.animation_finished
|
||||
|
||||
collision_shape_2d.set_deferred("disabled", true)
|
||||
sprite.play("open")
|
||||
@@ -1 +0,0 @@
|
||||
uid://8erg53skow38
|
||||
@@ -1,11 +0,0 @@
|
||||
extends Area2D
|
||||
class_name CollisionLoadingZone
|
||||
|
||||
@export var loading_zone_transporter: LoadingZoneTransporter
|
||||
|
||||
# Private Methods
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
if body is not PlayerCharacter:
|
||||
return
|
||||
|
||||
loading_zone_transporter.Activate()
|
||||
@@ -1 +0,0 @@
|
||||
uid://g0r5waf50gp5
|
||||
@@ -1,8 +0,0 @@
|
||||
extends Area2D
|
||||
class_name InteractiveLoadingZone
|
||||
|
||||
@export var loading_zone_transporter: LoadingZoneTransporter
|
||||
|
||||
# Public Methods
|
||||
func Activate() -> void:
|
||||
loading_zone_transporter.Activate()
|
||||
@@ -1 +0,0 @@
|
||||
uid://dla7fe0nsbdvv
|
||||
@@ -1,18 +0,0 @@
|
||||
extends Node
|
||||
class_name LoadingZoneTransporter
|
||||
|
||||
signal MapTransitionQueued(map_id: Enums.MapIds, marker_name: String)
|
||||
|
||||
@export var destination_map_id: Enums.MapIds
|
||||
@export var destination_marker_name: String
|
||||
|
||||
var _packed_scene: PackedScene
|
||||
|
||||
# Public Methods
|
||||
func Activate() -> void:
|
||||
MapTransitionQueued.emit(destination_map_id, destination_marker_name)
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
_packed_scene = MapLoader.GetMap(destination_map_id)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cshtpe5n2iubh
|
||||
@@ -1,15 +0,0 @@
|
||||
extends Area2D
|
||||
|
||||
signal PressurePlateTripped
|
||||
|
||||
@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
|
||||
|
||||
var activated := false
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
if activated:
|
||||
return
|
||||
|
||||
activated = true
|
||||
animated_sprite_2d.play("activated")
|
||||
PressurePlateTripped.emit()
|
||||
@@ -1 +0,0 @@
|
||||
uid://cxt7ht66jiac8
|
||||
@@ -1,15 +0,0 @@
|
||||
extends Area2D
|
||||
|
||||
@export var to_alpha := 0.38
|
||||
@export var fade_out_duration := 0.2
|
||||
@export var fade_in_duration := 0.2
|
||||
@export var nodes_to_occlude: Array[Node2D]
|
||||
|
||||
func _on_area_entered(_area: Area2D) -> void:
|
||||
for node in nodes_to_occlude:
|
||||
get_tree().create_tween().tween_property(node, "self_modulate:a", to_alpha, fade_out_duration)
|
||||
|
||||
|
||||
func _on_area_exited(_area: Area2D) -> void:
|
||||
for node in nodes_to_occlude:
|
||||
get_tree().create_tween().tween_property(node, "self_modulate:a", 1.0, fade_in_duration)
|
||||
@@ -1 +0,0 @@
|
||||
uid://d4g6s63d0bh4o
|
||||
@@ -1,78 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
@export var leaf_texture: Texture2D
|
||||
@export var spawn_markers: Node2D
|
||||
@export var destination_markers: Node2D
|
||||
|
||||
var _spawn_markers: Array[Marker2D] = []
|
||||
var _destination_markers: Array[Marker2D] = []
|
||||
var _spawn_schedule := 0.0
|
||||
var _spawn_timer := 0.0
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
for child in spawn_markers.get_children():
|
||||
_spawn_markers.append(child)
|
||||
|
||||
for child in destination_markers.get_children():
|
||||
_destination_markers.append(child)
|
||||
|
||||
_set_random_spawn_schedule()
|
||||
|
||||
# At spawn, we might want to spawn some leaves sooner...
|
||||
_spawn_schedule -= randf_range(0.0, 15.0)
|
||||
_spawn_schedule = max(0, _spawn_schedule)
|
||||
print("%s - Leaf Spawn Schedule: %f" % [get_parent().name, _spawn_schedule])
|
||||
|
||||
# Debug
|
||||
_spawn_schedule = randf_range(1.0, 3.0)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_spawn_timer += delta
|
||||
if _spawn_timer >= _spawn_schedule:
|
||||
_spawn_timer = 0.0
|
||||
_set_random_spawn_schedule()
|
||||
|
||||
var spawn := _get_random_spawn_point()
|
||||
var destination := _get_random_destination_point()
|
||||
|
||||
# TODO Refactor this into scene
|
||||
var sprite := Sprite2D.new()
|
||||
sprite.texture = leaf_texture
|
||||
sprite.position = spawn
|
||||
sprite.rotate(deg_to_rad(randf_range(0, 360)))
|
||||
var tween := get_tree().create_tween().tween_property(sprite, "position", destination, randf_range(2.0, 3.0))
|
||||
tween.finished.connect(
|
||||
func():
|
||||
var timer := get_tree().create_timer(randf_range(8.0, 15.0))
|
||||
timer.timeout.connect(
|
||||
func():
|
||||
if !sprite: return
|
||||
var tween2 := get_tree().create_tween().tween_property(sprite, "self_modulate:a", 0.0, randf_range(4.0, 6.0))
|
||||
tween2.finished.connect(
|
||||
func():
|
||||
if !sprite: return
|
||||
sprite.queue_free()
|
||||
)
|
||||
)
|
||||
)
|
||||
add_child(sprite)
|
||||
|
||||
|
||||
func _set_random_spawn_schedule() -> void:
|
||||
_spawn_schedule = randf_range(20.0, 60.0)
|
||||
|
||||
|
||||
func _get_random_spawn_point() -> Vector2:
|
||||
var idx := randi_range(0, len(_spawn_markers) - 1)
|
||||
var marker := _spawn_markers[idx]
|
||||
return marker.position
|
||||
|
||||
|
||||
func _get_random_destination_point() -> Vector2:
|
||||
var idx := randi_range(0, len(_destination_markers) - 1)
|
||||
var marker := _destination_markers[idx]
|
||||
var offset := Vector2(randf_range(-5.0, 5.0), randf_range(-5.0, 5.0))
|
||||
|
||||
return marker.position + offset
|
||||
@@ -1 +0,0 @@
|
||||
uid://vmyfl4obus88
|
||||
@@ -1,17 +0,0 @@
|
||||
extends CharacterBody2D
|
||||
class_name BaseProjectile
|
||||
|
||||
@export var direction: Vector2
|
||||
@export var speed := 100
|
||||
|
||||
# Public Methods
|
||||
func SetProjectileStartAndDirection(start_position: Vector2, projectile_direction: Vector2) -> void:
|
||||
position = start_position
|
||||
direction = projectile_direction
|
||||
rotation = projectile_direction.angle()
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _physics_process(delta: float) -> void:
|
||||
velocity = direction * speed * delta
|
||||
move_and_slide()
|
||||
@@ -1 +0,0 @@
|
||||
uid://8q26ldhfyijx
|
||||
@@ -1,29 +0,0 @@
|
||||
extends BaseProjectile
|
||||
class_name WoodenArrow
|
||||
|
||||
@onready var animation_player: AnimationPlayer = $AnimationPlayer
|
||||
|
||||
var _despawn_queued := false
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
speed = 8000
|
||||
|
||||
|
||||
func _on_collision_detector_area_entered(_area: Area2D) -> void:
|
||||
queue_despawn()
|
||||
|
||||
|
||||
func _on_collision_detector_body_entered(body: Node2D) -> void:
|
||||
if body == self: return
|
||||
queue_despawn()
|
||||
|
||||
|
||||
func queue_despawn() -> void:
|
||||
if _despawn_queued: return
|
||||
_despawn_queued = true
|
||||
|
||||
animation_player.play("shaking")
|
||||
await animation_player.animation_finished
|
||||
|
||||
queue_free()
|
||||
@@ -1 +0,0 @@
|
||||
uid://j5yj4piyfql1
|
||||
@@ -1,8 +0,0 @@
|
||||
extends Area2D
|
||||
|
||||
signal TargetHit
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
if body is not CharacterBody2D:
|
||||
return
|
||||
TargetHit.emit()
|
||||
@@ -1 +0,0 @@
|
||||
uid://6jls1eokv2to
|
||||
@@ -1,13 +0,0 @@
|
||||
extends Area2D
|
||||
class_name ShopItem
|
||||
|
||||
@export var check_location: Enums.CheckLocations
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(_delta: float) -> void:
|
||||
pass
|
||||
@@ -1 +0,0 @@
|
||||
uid://cggyjxrk4qqfm
|
||||
@@ -1,46 +0,0 @@
|
||||
extends Control
|
||||
class_name DialogueBox
|
||||
|
||||
signal DialogueStarted
|
||||
signal DialogueEnded
|
||||
|
||||
@onready var label: Label = $ColorRect/MarginContainer/Label
|
||||
|
||||
var _dialogue_arr: PackedStringArray
|
||||
var _dialogue_idx := 0
|
||||
var _dialogue_count := 0
|
||||
|
||||
# Public Methods
|
||||
func OnDialogueTriggered(dialogue_name: String) -> void:
|
||||
var text_arr := tr(dialogue_name).split("<nm>")
|
||||
_init_dialogue_box(text_arr)
|
||||
visible = true
|
||||
DialogueStarted.emit()
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _init_dialogue_box(text_arr: PackedStringArray) -> void:
|
||||
_dialogue_arr = text_arr
|
||||
_dialogue_idx = 0
|
||||
_dialogue_count = len(text_arr)
|
||||
|
||||
label.text = _dialogue_arr[_dialogue_idx]
|
||||
|
||||
|
||||
func _proceed_dialogue() -> bool: # Returns true if no more dialogue
|
||||
_dialogue_idx += 1
|
||||
if _dialogue_idx == _dialogue_count:
|
||||
return true
|
||||
label.text = _dialogue_arr[_dialogue_idx]
|
||||
return false
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if !visible:
|
||||
return
|
||||
|
||||
if Input.is_action_just_pressed("player_interact"):
|
||||
var finished := _proceed_dialogue()
|
||||
if finished:
|
||||
visible = false
|
||||
DialogueEnded.emit()
|
||||
@@ -1 +0,0 @@
|
||||
uid://d0mlugcfvyksn
|
||||
@@ -1 +0,0 @@
|
||||
extends CanvasLayer
|
||||
@@ -1 +0,0 @@
|
||||
uid://c4w8hney4mesw
|
||||
@@ -1,10 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
#@export var initial_map: PackedScene
|
||||
#
|
||||
#@onready var world: Node2D = $World
|
||||
#
|
||||
## Called when the node enters the scene tree for the first time.
|
||||
#func _ready() -> void:
|
||||
#var map := initial_map.instantiate()
|
||||
#world.add_child(map)
|
||||
@@ -1 +0,0 @@
|
||||
uid://vv4pj8uhiad8
|
||||
@@ -1,42 +0,0 @@
|
||||
extends Node
|
||||
|
||||
signal MapChanged(map_id: Enums.MapIds)
|
||||
|
||||
@export var initial_map_id: Enums.MapIds
|
||||
|
||||
@onready var world: Node2D = $"../World"
|
||||
|
||||
# Private Methods
|
||||
func _ready() -> void:
|
||||
var map_scene := MapLoader.GetMap(initial_map_id)
|
||||
var map := map_scene.instantiate()
|
||||
world.add_child(map)
|
||||
await map.ready
|
||||
|
||||
_connect_loading_zone_transporters()
|
||||
MapChanged.emit(initial_map_id)
|
||||
|
||||
|
||||
func _on_map_transition_queued(map_id: Enums.MapIds, marker_name: String) -> void:
|
||||
print("Map Transition Queued: %s" % [Enums.MapIds.keys()[map_id]])
|
||||
var map_scene := MapLoader.GetMap(map_id)
|
||||
MapLoader.SetSpawnMarker(marker_name)
|
||||
|
||||
for child in world.get_children():
|
||||
child.queue_free()
|
||||
await child.tree_exited
|
||||
|
||||
var map := map_scene.instantiate()
|
||||
world.call_deferred("add_child", map)
|
||||
await map.ready
|
||||
|
||||
_connect_loading_zone_transporters()
|
||||
MapChanged.emit(map_id)
|
||||
|
||||
|
||||
func _connect_loading_zone_transporters() -> void:
|
||||
var loading_zone_transporters := GroupUtils.GetAllLoadingZoneTransporters()
|
||||
print("Loading Zones: %d" % len(loading_zone_transporters))
|
||||
|
||||
for transporter in loading_zone_transporters:
|
||||
transporter.MapTransitionQueued.connect(_on_map_transition_queued)
|
||||
@@ -1 +0,0 @@
|
||||
uid://dr7ljodtof1k5
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user