Added other player states

This commit is contained in:
2026-02-02 22:04:54 +03:00
parent 81d81ae103
commit 63710b691b
26 changed files with 396 additions and 151 deletions
@@ -13,6 +13,9 @@ func enter() -> void:
get_tree().paused = true
func physics_process(_delta: float) -> void:
pass
func _on_aniimation_finished() -> void:
player.dead.emit()
player.queue_free()
player.process_dead()
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_FALL_LEFT = "fall_left"
func enter() -> void:
player.sprite.play(ANIMATION_FALL_LEFT)
@@ -0,0 +1 @@
uid://cmimnl6jf78ao
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_FALL_RIGHT = "fall_right"
func enter() -> void:
player.sprite.play(ANIMATION_FALL_RIGHT)
@@ -0,0 +1 @@
uid://5s7ko6pcqagy
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_FALL = "fall"
func enter() -> void:
player.sprite.play(ANIMATION_FALL)
@@ -0,0 +1 @@
uid://c7myrm50fnpfn
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_JUMP_LEFT = "jump_left"
func enter() -> void:
player.sprite.play(ANIMATION_JUMP_LEFT)
@@ -0,0 +1 @@
uid://c0bbmif5ucw28
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_JUMP_RIGHT = "jump_right"
func enter() -> void:
player.sprite.play(ANIMATION_JUMP_RIGHT)
@@ -0,0 +1 @@
uid://cr0hkb4wggcys
@@ -1 +1,8 @@
extends PlayerState
const ANIMATION_JUMP = "jump"
func enter() -> void:
player.sprite.play(ANIMATION_JUMP)
@@ -5,9 +5,6 @@ const ANIMATION_LOOK_AROUND_1 = "look_around_1"
const ANIMATION_LOOK_AROUND_2 = "look_around_2"
@export var idle_state: PlayerState
func enter() -> void:
player.sprite.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT)
player.sprite.play(_get_animation())
@@ -3,3 +3,43 @@ extends AbstractState
@export var player: Player
@export var idle_state: PlayerState
@export var walk_left_state: PlayerState
@export var walk_right_state: PlayerState
@export var dead_state: PlayerState
@export var jump_state: PlayerState
@export var jump_left_state: PlayerState
@export var jump_right_state: PlayerState
@export var fall_state: PlayerState
@export var fall_left_state: PlayerState
@export var fall_right_state: PlayerState
func physics_process(_delta: float) -> void:
if player.is_dead:
switch_state.emit(dead_state)
elif player.velocity.is_zero_approx():
switch_state.emit(idle_state)
elif is_zero_approx(player.velocity.y):
if player.velocity.x < 0:
switch_state.emit(walk_left_state)
else:
switch_state.emit(walk_right_state)
else:
if player.velocity.y < 0:
if is_zero_approx(player.velocity.x):
switch_state.emit(jump_state)
elif player.velocity.x < 0:
switch_state.emit(jump_left_state)
else:
switch_state.emit(jump_right_state)
else:
if is_zero_approx(player.velocity.x):
switch_state.emit(fall_state)
elif player.velocity.x < 0:
switch_state.emit(fall_left_state)
else:
switch_state.emit(fall_right_state)
@@ -4,15 +4,9 @@ extends StateMachine
@export var player: Player
@export var dead_state: PlayerState
func _ready() -> void:
if not player.is_node_ready():
await player.ready
super._ready()
func kill_player() -> void:
_change_state(dead_state)
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_WALK_LEFT = "walk_left"
func enter() -> void:
player.sprite.play(ANIMATION_WALK_LEFT)
@@ -0,0 +1,8 @@
extends PlayerState
const ANIMATION_WALK_RIGHT = "walk_right"
func enter() -> void:
player.sprite.play(ANIMATION_WALK_RIGHT)
@@ -0,0 +1 @@
uid://kufq6bwnv80t
@@ -1 +0,0 @@
extends PlayerState