This commit is contained in:
2026-03-13 22:00:02 -05:00
parent 90241d6830
commit 6738e8d217
676 changed files with 15819 additions and 78 deletions

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@@ -0,0 +1,33 @@
extends CharacterBody2D
enum States {
IDLE,
PECKING
}
@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
var current_state := States.IDLE
var pecking_sched := randf_range(8.0, 25.0)
var pecking_timer := 0.0
func _ready() -> void:
_print_sched()
func _process(delta: float) -> void:
if current_state == States.IDLE:
pecking_timer += delta
if pecking_timer >= pecking_sched:
current_state = States.PECKING
animated_sprite_2d.play("pecking")
await animated_sprite_2d.animation_finished
animated_sprite_2d.play("idle")
pecking_sched = randf_range(8.0, 25.0)
pecking_timer = 0
current_state = States.IDLE
_print_sched()
func _print_sched() -> void:
print("%s Pecking Schedule: %f" % [name, pecking_sched])

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uid://c5pt6iroi01si

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@@ -0,0 +1,10 @@
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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@@ -0,0 +1,29 @@
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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@@ -0,0 +1 @@
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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@@ -0,0 +1 @@
uid://bnp1vowmu15lg

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extends BaseState
signal PlayerBeganFiringArrow
signal PlayerFiredArrow(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
PlayerFiredArrow.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
@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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@@ -0,0 +1,22 @@
extends BaseState
@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 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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@@ -0,0 +1 @@
uid://bwmmah30t3m0u

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@@ -1,7 +1,11 @@
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:
@@ -14,3 +18,11 @@ func OnDirectionChanged() -> void:
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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@@ -1,18 +1,18 @@
extends Node
class_name MovementComponent
signal MovementPerformed(movement_vector: Vector2)
# Constant Exports
@export var SPEED := 100.0
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:
var movement_vector := direction_vector * SPEED
body.velocity = movement_vector
body.move_and_slide()
MovementPerformed.emit(movement_vector)
movement_vector = direction_vector
MovementInput.emit(movement_vector)
else:
movement_vector = Vector2.ZERO

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@@ -1,12 +1,56 @@
extends CharacterBody2D
class_name PlayerCharacter
signal InteractScannerAreaEntered(area: Area2D)
signal InteractScannerAreaExited(area: Area2D)
signal InteractScannerBodyEntered(body: Node2D)
signal InteractScannerBodyExited(body: Node2D)
signal InteractionActionTriggered()
signal ArrowFired(fire_position: Vector2, direction: Vector2)
signal SitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions)
signal CutsceneStarted()
signal CutsceneEnded()
@onready var state_machine: PlayerStateMachine = $StateMachine
# Public Methods
func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions):
SitOnFurnitureTriggered.emit(sitting_position, sitting_direction)
func OnCutsceneStarted() -> void:
CutsceneStarted.emit()
func OnCutsceneEnded() -> void:
CutsceneEnded.emit()
# Private Methods
func _on_interact_scanner_area_entered(area: Area2D) -> void:
InteractScannerAreaEntered.emit(area)
func _on_interact_scanner_area_exited(area: Area2D) -> void:
InteractScannerAreaExited.emit(area)
func _on_interact_scanner_body_entered(body: Node2D) -> void:
InteractScannerBodyEntered.emit(body)
func _on_interact_scanner_body_exited(body: Node2D) -> void:
InteractScannerBodyExited.emit(body)
func _on_interaction_action_triggered() -> void:
if state_machine.current_state.IsStateActionable():
InteractionActionTriggered.emit()
func _on_using_item_a_state_arrow_fired(fire_position: Vector2, direction: Vector2) -> void:
ArrowFired.emit(fire_position, direction)

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@@ -1,8 +1,12 @@
extends Node2D
signal DrawingBowAnimationFinished
signal FiringArrowAnimationFinished
@export var state_machine: PlayerStateMachine
@export var direction_component: FacingDirectionComponent
@onready var full: AnimatedSprite2D = $Full
@onready var base: AnimatedSprite2D = $Base
@onready var hair: AnimatedSprite2D = $Hair
@onready var pants: AnimatedSprite2D = $Pants
@@ -15,7 +19,7 @@ var is_flipped := false
# Public Methods
func UpdateSprite() -> void:
var current_state := state_machine.GetCurrentState()
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()
@@ -31,18 +35,26 @@ func UpdateSprite() -> void:
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()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
all_parts = [
base, hair, pants, hands, shoes
full, #base, hair, pants, hands, shoes
]
UpdateSprite()
func _build_animation_name(state: PlayerStateMachine.States, direction: Enums.Directions) -> String:
func _build_animation_name(state: BaseState, direction: Enums.Directions) -> String:
# e.g. "idle-down", "walking-up"
var state_str = PlayerStateMachine.States.keys()[state].to_lower()
var state_str = state.GetAnimationBaseName().replace("_", "-")
var direction_str = _direction_to_animation_state(direction)
return "%s-%s" % [state_str, direction_str]

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@@ -2,18 +2,54 @@ extends Node
class_name PlayerStateMachine
enum States {
IDLE, WALKING
UNSET, IDLE, WALKING, USING_ITEM_A, DRAWING_BOW, FIRING_ARROW,
SITTING, CUTSCENE
}
@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 GetCurrentState() -> States:
return States.IDLE
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:
pass # Replace with function body.
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({})
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
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 = {}