beta-1.5 (#4)
Reviewed-on: #4
This commit was merged in pull request #4.
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@@ -3,35 +3,36 @@ 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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var _used_item_action: String
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var _animation_finished := false
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var _movement_componenent: MovementComponent
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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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_animation_finished = false
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_used_item_action = extra_parameters.action_name
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_movement_componenent = ComponentUtils.GetMovementComponent(body)
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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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if !_animation_finished:
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return
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if !Input.is_action_pressed(used_item_action):
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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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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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_animation_finished = true
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@@ -1,10 +1,11 @@
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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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@export var player: PlayerCharacter
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var _movement_component: MovementComponent
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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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@@ -15,6 +16,10 @@ func GetStateEnum() -> PlayerStateMachine.States:
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func Enter(_extra_parameters: Dictionary) -> void:
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_movement_component = ComponentUtils.GetMovementComponent(player)
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if not _movement_component:
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print_rich("[color=yellow]Warning: Player does not have a movement component...[/color]")
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PlayerBecameIdle.emit()
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@@ -30,7 +35,7 @@ func Update(_delta: float) -> void:
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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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if _movement_component and _movement_component.movement_vector != Vector2.ZERO:
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state_machine.QueueStateChange(PlayerStateMachine.States.WALKING)
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@@ -3,24 +3,27 @@ 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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var _movement_component: MovementComponent
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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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_movement_component = ComponentUtils.GetMovementComponent(body)
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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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var movement_vector := _movement_component.movement_vector
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if 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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