Player throw back the ball from walk or idle state

This commit is contained in:
Mathilde Grapin 2023-06-18 20:30:25 +02:00
parent 1aff1c2e38
commit 332c0fb0e1
16 changed files with 165 additions and 25 deletions

22
scripts/ball/ball.gd Normal file
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@ -0,0 +1,22 @@
class_name Ball
extends CharacterBody2D
const Y_OFFSET = -10
var speed = 100
var target = Vector2.ZERO
@onready var tile_map: TileMap = get_parent()
func _ready():
target.y += Y_OFFSET
var player = get_node("/root/Main/TileMap/Player")
assert(player)
player.hit.connect(_on_player_hit)
func _physics_process(delta):
position = position.move_toward(target, delta * speed)
func _on_player_hit():
var rand_cell: Vector2i = tile_map.get_random_top_cell()
tile_map.reset_and_set_target_cell(rand_cell)
target = tile_map.map_to_local(rand_cell) + Vector2(0, Y_OFFSET)

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@ -3,7 +3,7 @@ extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard):
var rand_cell: Vector2i = actor.tile_map.get_random_top_cell()
actor.tile_map.set_cell(0, Vector2i(rand_cell.x, rand_cell.y), 2, Vector2i(0, 0), 0) # debug purpose
actor.tile_map.reset_and_set_destination_cell(rand_cell)
var destination = actor.tile_map.map_to_local(rand_cell)
destination.y += actor.Y_SPAWN_OFFSET

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@ -0,0 +1,12 @@
class_name GetRandomTargetAction
extends ActionLeaf
func tick(actor, blackboard):
var rand_cell: Vector2i = actor.tile_map.get_random_bottom_cell()
actor.tile_map.reset_and_set_target_cell(rand_cell)
var target = actor.tile_map.map_to_local(rand_cell)
blackboard.set_value("target", target)
return SUCCESS

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@ -14,3 +14,9 @@ func tick(actor: Node, blackboard: Blackboard):
if actor.position == destination:
return SUCCESS
return RUNNING
func after_run(actor, blackboard):
var destination = blackboard.get_value("destination")
destination.y -= actor.Y_SPAWN_OFFSET
var cell = actor.tile_map.local_to_map(destination)
actor.tile_map.set_cell(0, cell, 0, Vector2i(0, 0), 0) # debug purpose

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@ -1,25 +1,26 @@
class_name ThrowBallAction
extends ActionLeaf
var has_animation_finished = false
var is_animation_finished = false
func before_run(actor, _blackboard):
actor.animation_player.animation_finished.connect(_on_animation_finished)
actor.animation_player.speed_scale = 0.8
func tick(actor, _blackboard):
func tick(actor, blackboard):
actor.animation_player.play("throw")
if !has_animation_finished:
if !is_animation_finished:
return RUNNING
else:
actor.throw_ball()
var target = blackboard.get_value("target")
actor.throw_ball(target)
actor.has_thrown_ball = true
return SUCCESS
func after_run(actor, _blackboard):
actor.animation_player.play("idle")
actor.animation_player.speed_scale = 1
actor.animation_player.play("idle")
func _on_animation_finished(_anim_name):
has_animation_finished = true
is_animation_finished = true

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@ -14,7 +14,8 @@ func _ready():
position = tile_map.map_to_local(spawn_cell)
position.y += Y_SPAWN_OFFSET
func throw_ball():
func throw_ball(target: Vector2):
var ball = ball_scene.instantiate()
ball.position = position
ball.target = target
tile_map.add_child(ball)

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@ -1,6 +1,8 @@
class_name Player
extends CharacterBody2D
signal hit
signal collide_with_ball
@export var speed = 120
var y_spawn_offset = -8
@onready var animation_player = $AnimationPlayer
@ -11,3 +13,9 @@ func _ready():
var spawn_cell: Vector2i = tile_map.get_bottom_spawn_cell()
position = tile_map.map_to_local(spawn_cell)
position.y += y_spawn_offset
func _on_area_2d_body_entered(body: Node2D):
# As players Area2D only collide with balls
# We only enter this function after colliding with a ball
collide_with_ball.emit()

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@ -1,13 +1,23 @@
class_name PlayerIdleState
extends PlayerState
var collide_with_ball = false
func enter(_msg := {}):
player.velocity = Vector2.ZERO
player.animation_player.play("idle")
func update(_delta):
if collide_with_ball && Input.is_action_pressed("hit"):
collide_with_ball = false
state_machine.transition_to("Throw")
if get_input_direction() != Vector2.ZERO:
state_machine.transition_to("Walk")
func get_input_direction():
return Input.get_vector("move_left", "move_right", "move_up", "move_down")
func _on_player_collide_with_ball():
collide_with_ball = true

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@ -0,0 +1,20 @@
class_name PlayerThrowState
extends PlayerState
var is_animation_finished = false
func enter(_msg := {}):
player.animation_player.speed_scale = 0.8
player.animation_player.play("throw")
player.hit.emit()
func update(_delta: float):
if is_animation_finished:
state_machine.transition_to("Idle")
func exit():
is_animation_finished = false
player.animation_player.speed_scale = 1
func _on_animation_player_animation_finished(_anim_name):
is_animation_finished = true

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@ -4,13 +4,15 @@ extends PlayerState
func enter(_msg := {}):
player.animation_player.play("walk")
func physics_update(_delta):
func physics_update(delta):
var direction = get_input_direction()
player.velocity = direction * player.speed
var velocity = direction * player.speed
var collision = player.move_and_collide(velocity * delta)
if collision and Input.is_action_pressed("hit"):
state_machine.transition_to("Throw")
player.move_and_slide() # This method calculate with delta, we don't need to do it.
if player.velocity == Vector2.ZERO:
if velocity == Vector2.ZERO:
state_machine.transition_to("Idle")
func get_input_direction():

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@ -1,7 +1,12 @@
extends TileMap
@export var ground_tile_source_id = 0
@export var destination_tile_source_id = 2
@export var target_tile_source_id = 3
@export var map_width = 13 # keep to a odd value
@export var map_height = 19 # keep to a odd value
var current_destination_cell: Vector2i
var current_target_cell: Vector2i
func _ready():
draw_map()
@ -34,5 +39,25 @@ func get_random_top_cell() -> Vector2i:
var middle_height = floor(map_height / 2.0)
var rand_width = randi_range(0, map_width - 1)
var rand_height = randi_range(0, middle_height - 1)
#set_cell(0, Vector2i(rand_width, rand_height), 1, Vector2i(0, 0), 0)
return Vector2i(rand_width, rand_height)
func get_random_bottom_cell() -> Vector2i:
var middle_height = floor(map_height / 2.0)
var rand_width = randi_range(0, map_width - 1)
var rand_height = randi_range(middle_height + 1, map_height - 1)
return Vector2i(rand_width, rand_height)
# Debug helper functions
func reset_and_set_target_cell(cell: Vector2i):
reset_and_set_cell(current_target_cell, cell, target_tile_source_id)
func reset_and_set_destination_cell(cell: Vector2i):
reset_and_set_cell(current_destination_cell, cell, destination_tile_source_id)
func reset_and_set_cell(current_cell: Vector2i, cell: Vector2i, tile_source_id: int):
if current_cell != null:
set_cell(0, current_cell, ground_tile_source_id, Vector2i(0, 0), 0)
set_cell(0, cell, tile_source_id, Vector2i(0, 0), 0)
current_cell = cell