beta-1.5 (#4)

Reviewed-on: #4
This commit was merged in pull request #4.
This commit is contained in:
2026-03-28 20:34:59 -06:00
parent 5fb4a96159
commit 7cd34cb07e
32 changed files with 445 additions and 66 deletions

View File

@@ -3,35 +3,36 @@ 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
var _used_item_action: String
var _animation_finished := false
var _movement_componenent: MovementComponent
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
_animation_finished = false
_used_item_action = extra_parameters.action_name
_movement_componenent = ComponentUtils.GetMovementComponent(body)
PlayerBeganDrawingBow.emit()
func Update(_delta: float) -> void:
if !animation_finished:
if !_animation_finished:
return
if !Input.is_action_pressed(used_item_action):
if !Input.is_action_pressed(_used_item_action):
state_machine.QueueStateChange(PlayerStateMachine.States.FIRING_ARROW)
return
var movement_vector := movement_componenent.movement_vector
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
_animation_finished = true

View File

@@ -1,10 +1,11 @@
extends BaseState
class_name PlayerIdleState
@export var movement_component: MovementComponent
signal PlayerBecameIdle
@export var player: PlayerCharacter
var _movement_component: MovementComponent
var _sit_queued := false
var _sit_queue_pos: Vector2
var _sit_queue_dir: Enums.Directions
@@ -15,6 +16,10 @@ func GetStateEnum() -> PlayerStateMachine.States:
func Enter(_extra_parameters: Dictionary) -> void:
_movement_component = ComponentUtils.GetMovementComponent(player)
if not _movement_component:
print_rich("[color=yellow]Warning: Player does not have a movement component...[/color]")
PlayerBecameIdle.emit()
@@ -30,7 +35,7 @@ func Update(_delta: float) -> void:
_sit_queued = false
return
if movement_component.movement_vector != Vector2.ZERO:
if _movement_component and _movement_component.movement_vector != Vector2.ZERO:
state_machine.QueueStateChange(PlayerStateMachine.States.WALKING)

View File

@@ -3,24 +3,27 @@ extends BaseState
signal StartedWalking
@export var walking_speed := 100
@export var movement_component: MovementComponent
@export var direction_component: FacingDirectionComponent
@export var body: CharacterBody2D
var _movement_component: MovementComponent
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.WALKING
func Enter(_extra_parameters: Dictionary) -> void:
_movement_component = ComponentUtils.GetMovementComponent(body)
StartedWalking.emit()
func Update(_delta: float) -> void:
if movement_component.movement_vector == Vector2.ZERO:
var movement_vector := _movement_component.movement_vector
if 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()