Clean up player scripts
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a1e8f9b34d
commit
a08afcb147
7 changed files with 75 additions and 75 deletions
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@ -11,12 +11,12 @@ func _ready():
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target.y += Y_OFFSET
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var player = get_node("/root/Main/TileMap/Player")
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assert(player)
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player.hit.connect(_on_player_hit)
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player.hit_ball.connect(_on_player_hit_ball)
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func _physics_process(delta):
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position = position.move_toward(target, delta * speed)
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func _on_player_hit():
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func _on_player_hit_ball():
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var rand_cell: Vector2i = tile_map.get_random_top_cell()
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tile_map.reset_and_set_target_cell(rand_cell)
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target = tile_map.map_to_local(rand_cell) + Vector2(0, Y_OFFSET)
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@ -1,7 +1,7 @@
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class_name Player
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extends CharacterBody2D
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signal hit
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signal hit_ball
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signal ball_starts_colliding
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signal ball_stops_colliding
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const Y_SPAWN_OFFSET = -8
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@ -30,3 +30,15 @@ func flip_sprite():
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sprite.flip_h = true
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elif Input.is_action_pressed("move_right"):
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sprite.flip_h = false
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func play_idle_animation():
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animation_player.play("idle")
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func play_walk_animation():
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animation_player.play("walk")
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func play_hit_ball_animation():
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animation_player.speed_scale = 0.8
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animation_player.play("hit_ball")
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await animation_player.animation_finished
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animation_player.speed_scale = 1
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7
scripts/player/states/player_hit_ball_state.gd
Normal file
7
scripts/player/states/player_hit_ball_state.gd
Normal file
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@ -0,0 +1,7 @@
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class_name PlayerHitBallState
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extends PlayerState
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func enter(_msg := {}):
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player.hit_ball.emit()
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await player.play_hit_ball_animation()
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state_machine.transition_to("Idle")
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@ -1,20 +0,0 @@
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class_name PlayerThrowState
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extends PlayerState
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var is_animation_finished = false
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func enter(_msg := {}):
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player.animation_player.speed_scale = 0.8
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player.animation_player.play("throw")
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player.hit.emit()
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func update(_delta: float):
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if is_animation_finished:
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state_machine.transition_to("Idle")
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func exit():
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is_animation_finished = false
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player.animation_player.speed_scale = 1
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func _on_animation_player_animation_finished(_anim_name):
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is_animation_finished = true
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@ -5,11 +5,11 @@ var player_collide_with_ball = false
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func enter(_msg := {}):
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player.velocity = Vector2.ZERO
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player.animation_player.play("idle")
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player.play_idle_animation()
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func update(_delta):
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if player_collide_with_ball && Input.is_action_pressed("hit"):
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state_machine.transition_to("Hit")
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state_machine.transition_to("HitBall")
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if player.get_input_direction() != Vector2.ZERO:
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state_machine.transition_to("Walk")
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@ -2,17 +2,17 @@ class_name PlayerWalkState
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extends PlayerState
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func enter(_msg := {}):
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player.animation_player.play("walk")
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player.play_walk_animation()
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func physics_update(delta):
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var direction = player.get_input_direction()
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var velocity = direction * player.speed
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player.flip_sprite()
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var collision = player.move_and_collide(velocity * delta)
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if collision and Input.is_action_pressed("hit"):
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state_machine.transition_to("Hit")
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state_machine.transition_to("HitBall")
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if velocity == Vector2.ZERO:
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state_machine.transition_to("Idle")
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