beta-1.2/signal-refactor (#1)

Reviewed-on: #1
This commit was merged in pull request #1.
This commit is contained in:
2026-03-15 12:19:12 -06:00
parent 1c95315496
commit 86e3198645
22 changed files with 235 additions and 224 deletions

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@@ -1,7 +1,8 @@
extends BaseState
class_name FiringArrowState
signal PlayerBeganFiringArrow
signal PlayerFiredArrow(spawn_position: Vector2, direction: Vector2)
signal ArrowFired(spawn_position: Vector2, direction: Vector2)
@export var direction_component: FacingDirectionComponent
@export var arrow_spawn_marker: Marker2D
@@ -23,7 +24,7 @@ func Enter(_extra_parameters: Dictionary) -> void:
direction = Vector2.UP
elif direction_component.current_direction == Enums.Directions.DOWN:
direction = Vector2.DOWN
PlayerFiredArrow.emit(position, direction)
ArrowFired.emit(position, direction)
func OnFiringArrowAnimationFinished() -> void:

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@@ -1,57 +1,18 @@
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)
# Signals
signal SitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions)
signal CutsceneStarted()
signal CutsceneEnded()
@export var player_sprite: Node2D
# Exports
@export var player_sprite: PlayerSprite
@export var state_machine: PlayerStateMachine
@export var interact_scanner: InteractScanner
# Public Methods
func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions):
SitOnFurnitureTriggered.emit(sitting_position, sitting_direction)
func QueueCutsceneState() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)
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)
func QueueEndCutsceneState() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)

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@@ -1,22 +1,22 @@
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
@onready var base: AnimatedSprite2D = $Base
@onready var hair: AnimatedSprite2D = $Hair
@onready var pants: AnimatedSprite2D = $Pants
@onready var hands: AnimatedSprite2D = $Hands
@onready var shoes: AnimatedSprite2D = $Shoes
var all_parts: Array[AnimatedSprite2D]
var current_animation := "idle-down"
var is_flipped := false
# Private Variables
var _all_parts: Array[AnimatedSprite2D]
var _current_animation := "idle-down"
var _is_flipped := false
# Public Methods
func UpdateSprite() -> void:
@@ -25,37 +25,37 @@ func UpdateSprite() -> void:
var animation := _build_animation_name(current_state, current_direction)
var should_flip := _should_flip_horizontal()
if animation == current_animation and should_flip == is_flipped:
if animation == _current_animation and should_flip == _is_flipped:
return
current_animation = animation
is_flipped = should_flip
_current_animation = animation
_is_flipped = should_flip
for part in all_parts:
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-"):
if _current_animation.begins_with("drawing-bow-"):
DrawingBowAnimationFinished.emit()
elif current_animation.begins_with("firing-arrow-"):
elif _current_animation.begins_with("firing-arrow-"):
FiringArrowAnimationFinished.emit()
AnimationFinished.emit(current_animation)
AnimationFinished.emit(_current_animation)
func PlaySpecifiedAnimation(animation_name: String) -> void:
current_animation = animation_name
for part in all_parts:
_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, #base, hair, pants, hands, shoes
_all_parts = [
full
]
UpdateSprite()
@@ -63,8 +63,8 @@ func _ready() -> void:
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)
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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@@ -1,24 +1,22 @@
extends Node
# Exports
@export var player: PlayerCharacter
@export var arrow_parent: Node2D
# Preloads
const wooden_arrow_scene: PackedScene = preload("uid://b2wq5m01b68rx")
# Public Methods
func OnArrowFired(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)
# Private Methods
func _ready() -> void:
var players := get_tree().get_nodes_in_group("Player Group")
if players == null or players.is_empty() or players[0] is not PlayerCharacter:
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
var player := players[0] as PlayerCharacter
player.ArrowFired.connect(OnArrowFired)
arrow_parent.add_child(wooden_arrow)

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@@ -1,31 +1,41 @@
extends Node
class_name BenchInteractionConnector
# Signals
signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
@export var player: CharacterBody2D
# Exports
@export var player: PlayerCharacter
var benches_in_range: Array[WoodenBench] = []
# Private Variables
var _benches_in_range: Array[WoodenBench] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
# 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):
if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
return
benches_in_range.append(parent)
_benches_in_range.append(parent)
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
var parent = area.get_parent()
if parent == null or parent is not WoodenBench or !benches_in_range.has(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)
_benches_in_range.erase(parent)
func OnPlayerInteractionActionTriggered() -> void:
if benches_in_range.is_empty():
func _on_interact_triggered() -> void:
if _benches_in_range.is_empty():
return
var bench := benches_in_range[0]
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()
@@ -41,18 +51,4 @@ func OnPlayerInteractionActionTriggered() -> void:
if !closest_marker:
return
SitOnBenchTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
# Private Methods
func _ready() -> void:
var all_players := get_tree().get_nodes_in_group("Player Group")
if all_players == null or all_players.is_empty():
return
for player_node in all_players:
var player := player_node as PlayerCharacter
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)
player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)

View File

@@ -1,53 +1,20 @@
extends Node
# Drop-in that automatically connects signals from player to chest objects
signal ChestInteractedWith(chest: BaseChest)
# Signals
signal OpeningOfOpenedChestAttempted
# Exports
@export var player: PlayerCharacter
@export var auto_connect_all_chests := true
var chests_in_range: Array[BaseChest] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(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 OnPlayerInteractScannerAreaExited(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 OnPlayerInteractionActionTriggered() -> 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()
# Private Variables
var _chests_in_range: Array[BaseChest] = []
# Private Methods
func _ready() -> void:
var player := GroupUtils.GetPlayer()
if player == null:
return
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)
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:
@@ -58,7 +25,7 @@ func _on_chest_opening_animation_started() -> void:
var player := GroupUtils.GetPlayer()
var children := player.get_children()
player.OnCutsceneStarted()
player.QueueCutsceneState()
var camera_idx := children.find_custom(func(x): return x is Camera2D)
if camera_idx == -1: return
@@ -77,4 +44,33 @@ func _on_chest_opening_animation_started() -> void:
# 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()

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@@ -1,39 +1,35 @@
extends Node
# Exports
@export var player: PlayerCharacter
# Private Variables
var _zones_in_range: Array[InteractiveLoadingZone] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
# 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 OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
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 OnPlayerInteractionActionTriggered() -> void:
func _on_interact_triggered() -> void:
if _zones_in_range.is_empty():
return
var zone := _zones_in_range[0]
zone.Activate()
# Private Methods
func _ready() -> void:
var all_players := get_tree().get_nodes_in_group("Player Group")
if all_players == null or all_players.is_empty():
return
for player_node in all_players:
var player := player_node as PlayerCharacter
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)

2
Scripts/Maps/base_map.gd Normal file
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@@ -0,0 +1,2 @@
extends Node2D
class_name BaseMap

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@@ -0,0 +1 @@
uid://da5dg36wink7x

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@@ -39,7 +39,7 @@ func _process(_delta: float) -> void:
if !visible:
return
if Input.is_action_just_pressed("player_interact") and !InputManager.ShouldIgnoreAction("player_interact"):
if Input.is_action_just_pressed("player_interact"):
var finished := _proceed_dialogue()
if finished:
visible = false

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@@ -1,30 +1,13 @@
extends Node
# Signals
signal DialogueTriggered(dialogue_name: String)
@onready var dialogue_box: DialogueBox = $"../Gui/Dialogue Box"
var dialogue_triggers_in_area: Array[DialogueTrigger] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
if area is not DialogueTrigger or dialogue_triggers_in_area.has(area):
return
dialogue_triggers_in_area.append(area)
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
if area is not DialogueTrigger or !dialogue_triggers_in_area.has(area): return
dialogue_triggers_in_area.erase(area)
func OnPlayerInteractionActionTriggered() -> void:
if dialogue_triggers_in_area.is_empty():
return
var trigger := dialogue_triggers_in_area[0]
trigger.Trigger()
# Exports
@export var dialogue_box: DialogueBox
# Private Variables
var _dialogue_triggers_in_area: Array[DialogueTrigger] = []
# Private Methods
func _on_map_changed(map_id: Enums.MapIds) -> void:
@@ -32,19 +15,41 @@ func _on_map_changed(map_id: Enums.MapIds) -> void:
if !player:
return
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)
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)
dialogue_box.DialogueStarted.connect(player.OnCutsceneStarted)
dialogue_box.DialogueEnded.connect(player.OnCutsceneEnded)
dialogue_box.DialogueStarted.connect(player.QueueCutsceneState)
dialogue_box.DialogueEnded.connect(player.QueueEndCutsceneState)
var dialogue_triggers := GroupUtils.GetAllDialogueTriggers()
print("Dialogue Triggers on map [%s]: [%d]" % [Enums.MapIds.keys()[map_id], len(dialogue_triggers)])
for trigger in dialogue_triggers:
trigger.DialogueTriggered.connect(_on_dialogue_triggered)
func _on_dialogue_triggered(dialogue_name: String) -> void:
# Wait one frame so we don't immediately close dialogue box
# TODO This is stupid
await get_tree().process_frame
DialogueTriggered.emit(dialogue_name)
func _on_interact_scanned(area: Area2D) -> void:
if area is not DialogueTrigger or _dialogue_triggers_in_area.has(area):
return
_dialogue_triggers_in_area.append(area)
func _on_interact_unscanned(area: Area2D) -> void:
if area is not DialogueTrigger or !_dialogue_triggers_in_area.has(area):
return
_dialogue_triggers_in_area.erase(area)
func _on_interact_triggered() -> void:
if _dialogue_triggers_in_area.is_empty():
return
var trigger := _dialogue_triggers_in_area[0]
trigger.Trigger()

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@@ -34,10 +34,6 @@ func _on_map_transition_queued(map_id: Enums.MapIds, marker_name: String) -> voi
MapChanged.emit(map_id)
func _connect_signals() -> void:
_connect_loading_zone_transporters()
func _connect_loading_zone_transporters() -> void:
var loading_zone_transporters := GroupUtils.GetAllLoadingZoneTransporters()
print("Loading Zones: %d" % len(loading_zone_transporters))