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

View File

@@ -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:

View File

@@ -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)

View File

@@ -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]