sword rework

pull/3/head
John Montagu, the 4th Earl of Sandvich 2023-05-23 00:23:53 -07:00
parent 6349b5b8b2
commit 7dfd061c16
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
14 changed files with 742 additions and 241 deletions

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@ -35,16 +35,10 @@ namespace SupaLidlGame.Items
[Export] [Export]
public float InitialVelocity { get; set; } = 0; public float InitialVelocity { get; set; } = 0;
/// <summary>
/// Whether or not the weapon can parry other weapons and is
/// parryable by other weapons.
/// </summary>
public virtual bool IsParryable { get; protected set; } = false; public virtual bool IsParryable { get; protected set; } = false;
public bool IsParried { get; set; } public bool IsParried { get; set; }
public ulong ParryTimeOrigin { get; protected set; }
public Character Character { get; set; } public Character Character { get; set; }
[Export] [Export]
@ -53,6 +47,9 @@ namespace SupaLidlGame.Items
[Export] [Export]
public float MaxDistanceHint { get; set; } public float MaxDistanceHint { get; set; }
[Export]
public Node2D Anchor { get; set; }
public override bool StacksWith(Item item) => false; public override bool StacksWith(Item item) => false;
public override void Equip(Character character) public override void Equip(Character character)

View File

@ -0,0 +1,10 @@
namespace SupaLidlGame.Items.Weapons
{
public interface IParryable
{
public bool IsParryable { get; }
public bool IsParried { get; }
public ulong ParryTimeOrigin { get; }
public void Stun();
}
}

View File

@ -2,19 +2,26 @@ using Godot;
using SupaLidlGame.BoundingBoxes; using SupaLidlGame.BoundingBoxes;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
using SupaLidlGame.State.Sword;
namespace SupaLidlGame.Items.Weapons namespace SupaLidlGame.Items.Weapons
{ {
public partial class Sword : Weapon public partial class Sword : Weapon, IParryable
{ {
public bool IsAttacking { get; protected set; } public bool IsAttacking { get; protected set; }
public override bool IsUsing => StateMachine.CurrentState
is SwordAttackState;
[Export] [Export]
public Hitbox Hitbox { get; set; } public Hitbox Hitbox { get; set; }
[Export] [Export]
public AnimationPlayer AnimationPlayer { get; set; } public AnimationPlayer AnimationPlayer { get; set; }
[Export]
public AnimationTree AnimationTree { get; set; }
/// <summary> /// <summary>
/// The time frame in seconds for which the weapon will deal damage. /// The time frame in seconds for which the weapon will deal damage.
/// </summary> /// </summary>
@ -25,29 +32,25 @@ namespace SupaLidlGame.Items.Weapons
[Export] [Export]
public double AttackTime { get; set; } = 0; public double AttackTime { get; set; } = 0;
[Export]
public double AttackAnimationDuration { get; set; }
[Export] [Export]
public CpuParticles2D ParryParticles { get; set; } public CpuParticles2D ParryParticles { get; set; }
[Export]
public double NPCAnticipateTime { get; set; }
[Export]
public SwordStateMachine StateMachine { get; set; }
public override bool IsParryable { get; protected set; } public override bool IsParryable { get; protected set; }
[Export] public ulong ParryTimeOrigin { get; protected set; }
public float AnticipationAngle { get; set; }
[Export] private Tween _currentTween;
public float OvershootAngle { get; set; }
[Export]
public float RecoveryAngle { get; set; }
[Export]
public float AnticipationDuration { get; set; }
[Export]
public float OvershootDuration { get; set; }
[Export]
public float RecoveryDuration { get; set; }
private AnimationNodeStateMachinePlayback _playback;
public override void Equip(Character character) public override void Equip(Character character)
{ {
@ -67,17 +70,22 @@ namespace SupaLidlGame.Items.Weapons
// we can't use if we're still using the weapon // we can't use if we're still using the weapon
if (RemainingUseTime > 0) if (RemainingUseTime > 0)
{ {
return; //return;
} }
StateMachine.Use();
/*
// reset state of the weapon // reset state of the weapon
IsParried = false; IsParried = false;
IsParryable = true; IsParryable = true;
ParryTimeOrigin = Time.GetTicksMsec(); ParryTimeOrigin = Time.GetTicksMsec();
AnimationPlayer.Stop(); _playback.Travel("use");
*/
// play animation depending on rotation of weapon // play animation depending on rotation of weapon
/*
string anim = "use"; string anim = "use";
if (GetNode<Node2D>("Anchor").Rotation > Mathf.DegToRad(50)) if (GetNode<Node2D>("Anchor").Rotation > Mathf.DegToRad(50))
@ -92,10 +100,24 @@ namespace SupaLidlGame.Items.Weapons
} }
AnimationPlayer.Play(anim); AnimationPlayer.Play(anim);
*/
base.Use(); base.Use();
} }
public void EnableParry()
{
IsParried = false;
IsParryable = true;
ParryTimeOrigin = Time.GetTicksMsec();
GD.Print(Character.Name);
}
public void DisableParry()
{
IsParryable = false;
}
public override void Deuse() public override void Deuse()
{ {
//AnimationPlayer.Stop(); //AnimationPlayer.Stop();
@ -113,7 +135,7 @@ namespace SupaLidlGame.Items.Weapons
public void Deattack() public void Deattack()
{ {
IsAttacking = false; IsAttacking = false;
IsParryable = false; DisableParry();
Hitbox.IsDisabled = true; Hitbox.IsDisabled = true;
ProcessHits(); ProcessHits();
Hitbox.ResetIgnoreList(); Hitbox.ResetIgnoreList();
@ -123,10 +145,13 @@ namespace SupaLidlGame.Items.Weapons
public override void _Ready() public override void _Ready()
{ {
Hitbox.Damage = Damage; Hitbox.Damage = Damage;
_playback = (AnimationNodeStateMachinePlayback)AnimationTree
.Get("parameters/playback");
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
StateMachine.Process(delta);
base._Process(delta); base._Process(delta);
} }
@ -149,23 +174,31 @@ namespace SupaLidlGame.Items.Weapons
public void AttemptParry(Weapon otherWeapon) public void AttemptParry(Weapon otherWeapon)
{ {
if (IsParryable && otherWeapon.IsParryable) //if (IsParryable && otherWeapon.IsParryable)
if (otherWeapon.IsParryable &&
otherWeapon is IParryable otherParryable)
{ {
ParryParticles.Emitting = true; ParryParticles.Emitting = true;
if (ParryTimeOrigin < otherWeapon.ParryTimeOrigin) if (ParryTimeOrigin < otherParryable.ParryTimeOrigin)
{ {
// our character was parried // our character was parried
IsParried = true; }
AnimationPlayer.SpeedScale = 0.25f; else
Character.Stun(1.5f); {
GD.Print(ParryTimeOrigin); otherParryable.Stun();
GD.Print(otherWeapon.ParryTimeOrigin);
GetNode<AudioStreamPlayer2D>("ParrySound").OnWorld().Play();
} }
} }
//this.GetAncestor<TileMap>().AddChild(instance); //this.GetAncestor<TileMap>().AddChild(instance);
} }
public void Stun()
{
IsParried = true;
AnimationPlayer.SpeedScale = 0.25f;
Character.Stun(1.5f);
GetNode<AudioStreamPlayer2D>("ParrySound").OnWorld().Play();
}
public override void _on_hitbox_hit(BoundingBox box) public override void _on_hitbox_hit(BoundingBox box)
{ {
if (IsParried) if (IsParried)
@ -194,5 +227,10 @@ namespace SupaLidlGame.Items.Weapons
} }
} }
} }
protected void SetAnimationCondition(string condition, bool value)
{
AnimationTree.Set("parameters/conditions/" + condition, value);
}
} }
} }

View File

@ -1,12 +1,21 @@
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[ext_resource type="Script" path="res://Items/Weapons/Sword.cs" id="1_mlo73"] [ext_resource type="Script" path="res://Items/Weapons/Sword.cs" id="1_mlo73"]
[ext_resource type="Texture2D" uid="uid://dt6u8p4h6g7le" path="res://Assets/Sprites/knife.png" id="2_rnfo4"] [ext_resource type="Script" path="res://State/Sword/SwordStateMachine.cs" id="2_rje2m"]
[ext_resource type="Script" path="res://State/Sword/SwordIdleState.cs" id="3_qh2cs"]
[ext_resource type="Texture2D" uid="uid://dp7osg05ip5oo" path="res://Assets/Sprites/sword.png" id="3_r75ni"]
[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_up3ob"] [ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_up3ob"]
[ext_resource type="PackedScene" uid="uid://cojxmcin13ihm" path="res://Utils/Trail.tscn" id="4_pt6lq"] [ext_resource type="PackedScene" uid="uid://cojxmcin13ihm" path="res://Utils/Trail.tscn" id="4_pt6lq"]
[ext_resource type="Script" path="res://State/Sword/SwordAnticipateState.cs" id="4_ycuhw"]
[ext_resource type="Script" path="res://State/Sword/SwordAttackState.cs" id="5_30003"]
[ext_resource type="Texture2D" uid="uid://do1bui3bblkk7" path="res://Assets/Sprites/sword-swing.png" id="5_pywek"] [ext_resource type="Texture2D" uid="uid://do1bui3bblkk7" path="res://Assets/Sprites/sword-swing.png" id="5_pywek"]
[ext_resource type="AudioStream" uid="uid://c4n7ioxpukdwi" path="res://Assets/Sounds/parry.wav" id="6_8nxjm"] [ext_resource type="AudioStream" uid="uid://c4n7ioxpukdwi" path="res://Assets/Sounds/parry.wav" id="6_8nxjm"]
[sub_resource type="Environment" id="Environment_72txp"]
background_mode = 3
glow_enabled = true
glow_hdr_threshold = 1.42
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point_count = 3 point_count = 3
@ -30,8 +39,8 @@ tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"times": PackedFloat32Array(0), "times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1), "transitions": PackedFloat32Array(1),
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tracks/1/type = "value" tracks/1/type = "value"
tracks/1/imported = false tracks/1/imported = false
@ -45,151 +54,94 @@ tracks/1/keys = {
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"values": [0] "values": [0]
} }
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tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Anchor:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
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tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Anchor/Node2D:rotation")
tracks/3/interp = 1
tracks/3/loop_wrap = true
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tracks/4/type = "method"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath(".")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
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"method": &"SetAnimationCondition"
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
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[sub_resource type="Animation" id="Animation_bj2ky"]
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tracks/0/type = "value"
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[sub_resource type="Animation" id="Animation_6jphj"]
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tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
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tracks/2/type = "value"
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[sub_resource type="Animation" id="Animation_orc8t"]
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tracks/2/type = "value"
tracks/2/imported = false
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step = 0.05
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tracks/1/type = "method"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
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"transitions": PackedFloat32Array(1, 1),
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tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
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tracks/2/loop_wrap = true
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step = 0.05 step = 0.05
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/imported = false tracks/0/imported = false
@ -198,44 +150,61 @@ tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
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tracks/1/type = "method" tracks/1/type = "value"
tracks/1/imported = false tracks/1/imported = false
tracks/1/enabled = true tracks/1/enabled = true
tracks/1/path = NodePath(".") tracks/1/path = NodePath("SwingSprite:frame")
tracks/1/interp = 1 tracks/1/interp = 1
tracks/1/loop_wrap = true tracks/1/loop_wrap = true
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tracks/2/path = NodePath("SwingSprite:frame") tracks/2/path = NodePath("Anchor:position")
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tracks/4/enabled = true
tracks/4/path = NodePath(".")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
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"transitions": PackedFloat32Array(),
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@ -244,71 +213,168 @@ tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
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"method": &"Attack"
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"args": [],
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}]
} }
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tracks/2/keys = { tracks/2/keys = {
"times": PackedFloat32Array(0, 0.4, 0.5, 0.6), "times": PackedFloat32Array(0, 0.1, 0.35),
"transitions": PackedFloat32Array(1, 1, 1, 1), "transitions": PackedFloat32Array(1, 1, 1),
"update": 1, "update": 1,
"values": [0, 1, 3, 0] "values": [Vector2(0, 0), Vector2(0, -4), Vector2(0, 0)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Anchor/Node2D:rotation")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.15),
"transitions": PackedFloat32Array(1, 1),
"update": 1,
"values": [3.14159, 0.785398]
}
tracks/4/type = "method"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath(".")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0.2),
"transitions": PackedFloat32Array(1),
"values": [{
"args": ["is_alternate", false],
"method": &"SetAnimationCondition"
}]
} }
[sub_resource type="AnimationLibrary" id="AnimationLibrary_tao4k"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_tao4k"]
_data = { _data = {
"RESET": SubResource("Animation_b7327"), "RESET": SubResource("Animation_b7327"),
"attack": SubResource("Animation_r58x0"), "anticipate": SubResource("Animation_ameas"),
"idle": SubResource("Animation_mv7y2"), "anticipate_alternate": SubResource("Animation_bj2ky"),
"use": SubResource("Animation_orc8t"), "anticipate_bot": SubResource("Animation_b8r8j"),
"use-npc": SubResource("Animation_nivo8"), "attack": SubResource("Animation_6jphj"),
"use2": SubResource("Animation_y4mj3"), "attack_alternate": SubResource("Animation_pclfs")
"use2-npc": SubResource("Animation_2k2er")
} }
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_1lid1"] [sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_7lqgd"]
animation = &"RESET"
[sub_resource type="ConvexPolygonShape2D" id="ConvexPolygonShape2D_tv0o2"] [sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_0in44"]
points = PackedVector2Array(-14.142, -14.142, 0, -20, 14.142, -14.142, 20, 0, 14.142, 14.142, 0, 20, -14.142, 14.142, 0, 0) animation = &"anticipate"
[node name="Sword" type="Node2D" node_paths=PackedStringArray("Hitbox", "AnimationPlayer", "ParryParticles")] [sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_2wqg6"]
animation = &"anticipate_bot"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_2ei3g"]
animation = &"use"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_esyoj"]
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_kg3rd"]
switch_mode = 2
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_twtoe"]
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_73wvy"]
switch_mode = 2
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_4wst0"]
switch_mode = 2
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_2lfol"]
switch_mode = 2
advance_mode = 2
advance_condition = &"is_player"
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_q4hbp"]
states/End/position = Vector2(717, 75)
states/RESET/node = SubResource("AnimationNodeAnimation_7lqgd")
states/RESET/position = Vector2(275, 190)
states/Start/position = Vector2(109, 75)
states/anticipate/node = SubResource("AnimationNodeAnimation_0in44")
states/anticipate/position = Vector2(275, 75)
states/anticipate_bot/node = SubResource("AnimationNodeAnimation_2wqg6")
states/anticipate_bot/position = Vector2(456, 18)
states/use/node = SubResource("AnimationNodeAnimation_2ei3g")
states/use/position = Vector2(609, 75)
transitions = ["Start", "anticipate", SubResource("AnimationNodeStateMachineTransition_esyoj"), "use", "RESET", SubResource("AnimationNodeStateMachineTransition_kg3rd"), "RESET", "anticipate", SubResource("AnimationNodeStateMachineTransition_twtoe"), "anticipate", "anticipate_bot", SubResource("AnimationNodeStateMachineTransition_73wvy"), "anticipate_bot", "use", SubResource("AnimationNodeStateMachineTransition_4wst0"), "anticipate", "use", SubResource("AnimationNodeStateMachineTransition_2lfol")]
graph_offset = Vector2(0, -104.073)
[sub_resource type="AnimationNodeStateMachinePlayback" id="AnimationNodeStateMachinePlayback_o5g2u"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_ic623"]
radius = 20.0
height = 48.0
[node name="Node2D" type="Node2D" node_paths=PackedStringArray("Hitbox", "AnimationPlayer", "AnimationTree", "ParryParticles", "StateMachine", "Anchor")]
y_sort_enabled = true y_sort_enabled = true
texture_filter = 3 texture_filter = 3
script = ExtResource("1_mlo73") script = ExtResource("1_mlo73")
Hitbox = NodePath("Hitbox") Hitbox = NodePath("Hitbox")
AnimationPlayer = NodePath("AnimationPlayer") AnimationPlayer = NodePath("AnimationPlayer")
AnimationTree = NodePath("AnimationTree")
AttackTime = 0.2
AttackAnimationDuration = 1.0
ParryParticles = NodePath("Anchor/Node2D/Sprite2D/ParryParticles") ParryParticles = NodePath("Anchor/Node2D/Sprite2D/ParryParticles")
NPCAnticipateTime = 0.4
StateMachine = NodePath("State")
Damage = 20.0 Damage = 20.0
UseTime = 0.5 UseTime = 0.4
Knockback = 20.0 Knockback = 20.0
Anchor = NodePath("Anchor")
[node name="State" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
script = ExtResource("2_rje2m")
InitialState = NodePath("Idle")
[node name="Idle" type="Node" parent="State" node_paths=PackedStringArray("AnticipateState", "Sword")]
script = ExtResource("3_qh2cs")
AnticipateState = NodePath("../Anticipate")
Sword = NodePath("../..")
[node name="Anticipate" type="Node" parent="State" node_paths=PackedStringArray("Sword", "AttackState")]
script = ExtResource("4_ycuhw")
Sword = NodePath("../..")
AttackState = NodePath("../Attack")
[node name="Attack" type="Node" parent="State" node_paths=PackedStringArray("Sword", "AnticipateState", "IdleState")]
script = ExtResource("5_30003")
Sword = NodePath("../..")
AnticipateState = NodePath("../Anticipate")
IdleState = NodePath("../Idle")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_72txp")
[node name="Anchor" type="Node2D" parent="."] [node name="Anchor" type="Node2D" parent="."]
y_sort_enabled = true y_sort_enabled = true
rotation = -0.610865 rotation = -1.5708
[node name="Trail" parent="Anchor" node_paths=PackedStringArray("Tracking") instance=ExtResource("4_pt6lq")] [node name="Trail" parent="Anchor" node_paths=PackedStringArray("Tracking") instance=ExtResource("4_pt6lq")]
position = Vector2(2.40734, -0.55655) position = Vector2(2.40734, -0.55655)
@ -318,12 +384,12 @@ gradient = SubResource("Gradient_2ablm")
Tracking = NodePath("../Node2D/Sprite2D") Tracking = NodePath("../Node2D/Sprite2D")
[node name="Node2D" type="Node2D" parent="Anchor"] [node name="Node2D" type="Node2D" parent="Anchor"]
rotation = -0.846485 position = Vector2(8, 0)
[node name="Sprite2D" type="Sprite2D" parent="Anchor/Node2D"] [node name="Sprite2D" type="Sprite2D" parent="Anchor/Node2D"]
y_sort_enabled = true y_sort_enabled = true
position = Vector2(0, -12) position = Vector2(0, -8)
texture = ExtResource("2_rnfo4") texture = ExtResource("3_r75ni")
[node name="ParryParticles" type="CPUParticles2D" parent="Anchor/Node2D/Sprite2D"] [node name="ParryParticles" type="CPUParticles2D" parent="Anchor/Node2D/Sprite2D"]
position = Vector2(-0.221825, -3.12132) position = Vector2(-0.221825, -3.12132)
@ -348,19 +414,25 @@ libraries = {
} }
[node name="AnimationTree" type="AnimationTree" parent="."] [node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource("AnimationNodeAnimation_1lid1") tree_root = SubResource("AnimationNodeStateMachine_q4hbp")
anim_player = NodePath("../AnimationPlayer") anim_player = NodePath("../AnimationPlayer")
active = true active = true
parameters/playback = SubResource("AnimationNodeStateMachinePlayback_o5g2u")
parameters/conditions/is_player = false
[node name="Hitbox" parent="." instance=ExtResource("3_up3ob")] [node name="Hitbox" parent="." instance=ExtResource("3_up3ob")]
IsDisabled = true IsDisabled = true
[node name="CollisionShape2D" parent="Hitbox" index="0"] [node name="CollisionShape2D" parent="Hitbox" index="0"]
shape = SubResource("ConvexPolygonShape2D_tv0o2") position = Vector2(4, 0)
rotation = 1.5708
shape = SubResource("CapsuleShape2D_ic623")
disabled = true disabled = true
[node name="SwingSprite" type="Sprite2D" parent="."] [node name="SwingSprite" type="Sprite2D" parent="."]
modulate = Color(2, 2, 2, 1)
texture = ExtResource("5_pywek") texture = ExtResource("5_pywek")
offset = Vector2(4, 0)
hframes = 4 hframes = 4
[node name="SwingSound" type="AudioStreamPlayer2D" parent="."] [node name="SwingSound" type="AudioStreamPlayer2D" parent="."]

26
State/IState.cs 100644
View File

@ -0,0 +1,26 @@
namespace SupaLidlGame.State
{
public interface IState<T> where T : IState<T>
{
/// <summary>
/// Called when this state is entered
/// </summary>
/// <remarks>
/// This returns a <c>IState</c> in case a state is being
/// transitioned to but wants to transition to another state. For
/// example, an attack state can return to an idle state, but that idle
/// state can override it to the move state immediately when necessary.
/// </remarks>
public IState<T> Enter(IState<T> previousState) => null;
/// <summary>
/// Called when the <c>Character</c> exits this <c>CharacterState</c>.
/// </summary>
public void Exit(IState<T> nextState)
{
}
public IState<T> Process(double delta) => null;
}
}

90
State/Machine.cs 100644
View File

@ -0,0 +1,90 @@
using Godot;
namespace SupaLidlGame.Characters.State
{
public partial class Machine : Node
{
protected Character _character;
public CharacterState State { get; protected set; }
[Export]
public CharacterState InitialState { get; set; }
[Export]
public Character Character { get; set; }
[Export]
public int DebugLevel { get; set; }
public override void _Ready()
{
ChangeState(InitialState);
}
public void ChangeState(CharacterState nextState, bool isProxied = false)
{
if (nextState is null)
return;
if (DebugLevel >= 2)
{
if (State is not null)
{
string proxyNote = isProxied ? " (proxied)" : "";
GD.Print($"Transition{proxyNote} {State.Name} -> {nextState.Name}");
}
}
if (DebugLevel >= 1)
{
if (GetNode<Label>("../Debug/State") is Label label)
{
label.Text = nextState.Name;
}
}
nextState.Character = Character;
if (State != null)
{
State.Exit(nextState);
}
var nextNextState = nextState.Enter(State);
State = nextState;
if (nextNextState is not null)
{
ChangeState(nextNextState, true);
}
}
public void Process(double delta)
{
CharacterState nextState = State.Process(delta);
if (nextState is not null)
{
ChangeState(nextState);
}
}
public void PhysicsProcess(double delta)
{
CharacterState nextState = State.PhysicsProcess(delta);
if (nextState is not null)
{
ChangeState(nextState);
}
}
public void Input(InputEvent @event)
{
CharacterState nextState = State.Input(@event);
if (nextState is not null)
{
ChangeState(nextState);
}
}
}
}

View File

@ -0,0 +1,41 @@
using Godot;
namespace SupaLidlGame.State
{
public abstract partial class StateMachine<T> : Node where T : IState<T>
{
public T CurrentState { get; protected set; }
public abstract T InitialState { get; set; }
public override void _Ready()
{
ChangeState(InitialState);
}
public virtual bool ChangeState(T nextState, bool isProxied = false)
{
if (nextState is null)
{
return false;
}
if (CurrentState != null)
{
CurrentState.Exit(nextState);
}
CurrentState = nextState;
// if the next state decides it should enter a different state,
// then we enter that different state instead
var nextNextState = nextState.Enter(CurrentState);
if (nextNextState is T t)
{
return ChangeState(t, true);
}
return true;
}
}
}

View File

@ -0,0 +1,46 @@
using Godot;
namespace SupaLidlGame.State.Sword
{
public partial class SwordAnticipateState : SwordState
{
[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
[Export]
public SwordAttackState AttackState { get; set; }
private double _anticipateTime;
public override SwordState Enter(IState<SwordState> prevState)
{
Sword.EnableParry();
if (Sword.Character is SupaLidlGame.Characters.Player)
{
return AttackState;
}
if (Sword.Anchor.Rotation > Mathf.DegToRad(50))
{
Sword.AnimationPlayer.Play("anticipate_alternate");
}
else
{
Sword.AnimationPlayer.Play("anticipate");
}
_anticipateTime = Sword.NPCAnticipateTime;
return null;
}
public override SwordState Process(double delta)
{
// go into attack state if anticipation time is delta
if ((_anticipateTime -= delta) <= 0)
{
return AttackState;
}
return null;
}
}
}

View File

@ -0,0 +1,91 @@
using Godot;
namespace SupaLidlGame.State.Sword
{
public partial class SwordAttackState : SwordState
{
[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
[Export]
public SwordAnticipateState AnticipateState { get; set; }
[Export]
public SwordIdleState IdleState { get; set; }
private double _attackDuration = 0;
private double _useDuration = 0;
private double _attackAnimDuration = 0;
private bool _isAlternate = false;
public override SwordState Enter(IState<SwordState> prevState)
{
//Sword.AnimationPlayer.Stop();
Sword.Attack();
if (_isAlternate)
{
Sword.AnimationPlayer.Play("attack_alternate");
}
else
{
Sword.AnimationPlayer.Play("attack");
}
_attackDuration = Sword.AttackTime;
_useDuration = Sword.UseTime;
_attackAnimDuration = Sword.AttackAnimationDuration;
GD.Print(_attackDuration);
GD.Print(_useDuration);
GD.Print(_attackAnimDuration);
return null;
}
public override void Exit(IState<SwordState> nextState)
{
Sword.Deattack();
}
public override SwordState Use()
{
if (_useDuration <= 0)
{
// if we are still playing the current attack animation, we should alternate
if (_attackAnimDuration > 0)
{
_isAlternate = !_isAlternate;
}
return AnticipateState;
}
return null;
}
public override SwordState Process(double delta)
{
if (_attackDuration > 0)
{
if ((_attackDuration -= delta) <= 0)
{
Sword.Deattack();
}
}
if ((_attackAnimDuration -= delta) <= 0)
{
Sword.AnimationPlayer.Play("RESET");
_isAlternate = false;
return IdleState;
}
_useDuration -= delta;
return null;
}
}
}

View File

@ -0,0 +1,44 @@
using Godot;
namespace SupaLidlGame.State.Sword
{
public partial class SwordIdleState : SwordState
{
[Export]
public SwordAnticipateState AnticipateState { get; set; }
[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
private double _attackCooldown;
public override SwordState Enter(IState<SwordState> prevState)
{
if (prevState is SwordAttackState)
{
_attackCooldown = Sword.UseTime - Sword.AttackTime;
}
return null;
}
public override SwordState Use()
{
if (_attackCooldown <= 0)
{
return AnticipateState;
}
return AnticipateState;
}
public override SwordState Process(double delta)
{
if (_attackCooldown > 0)
{
_attackCooldown -= delta;
}
return null;
}
}
}

View File

@ -0,0 +1,18 @@
using Godot;
namespace SupaLidlGame.State.Sword
{
public abstract partial class SwordState : Node, IState<SwordState>
{
public virtual SwordState Use() => null;
public abstract IState<SwordState> Enter(IState<SwordState> previousState);
public virtual void Exit(IState<SwordState> previousState)
{
}
public virtual IState<SwordState> Process(double delta) => null;
}
}

View File

@ -0,0 +1,28 @@
using Godot;
namespace SupaLidlGame.State.Sword
{
public partial class SwordStateMachine : StateMachine<SwordState>
{
[Export]
public override SwordState InitialState { get; set; }
public void Use()
{
var state = CurrentState.Use();
if (state is not null)
{
ChangeState(state);
}
}
public void Process(double delta)
{
var state = CurrentState.Process(delta);
if (state is SwordState s)
{
ChangeState(s);
}
}
}
}