Adds FMS script, implemented in a new player node

main
Ervan Lefevre 2 years ago
parent 9b79c05a7b
commit 8152546bf2
  1. 65
      nodes/player/player.gd
  2. 27
      nodes/player/player.tscn
  3. BIN
      nodes/player/temp.png
  4. 34
      nodes/player/temp.png.import
  5. 6
      scenes/poc.tscn
  6. 49
      scripts/ia/fsm.gd

@ -0,0 +1,65 @@
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const STATES= [
"spawn",
"idle",
"walk",
"jump",
"die"
]
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _ready():
$fsm.set_states(STATES)
func _enter_spawn():
$fsm.set_next_state("idle")
func on_enter_idle_state():
velocity.x = 0.0
func idle_state(_delta):
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
$fsm.set_next_state("walk")
elif Input.is_action_just_pressed("ui_accept") and is_on_floor():
$fsm.set_next_state("jump")
func walk_state(_delta):
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
$fsm.set_next_state("idle")
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
$fsm.set_next_state("jump")
func on_enter_jump_state():
velocity.y = JUMP_VELOCITY
func jump_state(_delta):
var direction = Input.get_axis("ui_left", "ui_right")
velocity.x = move_toward(velocity.x, direction * SPEED, SPEED)
if is_on_floor():
if direction:
$fsm.set_next_state("walk")
else:
$fsm.set_next_state("idle")
func after_state(delta):
if $fsm.current_state in ["idle", "walk"]:
move_and_slide()
if not is_on_floor():
velocity.y += gravity * delta

@ -0,0 +1,27 @@
[gd_scene load_steps=5 format=3 uid="uid://c5rmt3jeffjx7"]
[ext_resource type="Script" path="res://nodes/player/player.gd" id="1_exx2i"]
[ext_resource type="Texture2D" uid="uid://cm4rn4vgyjd1b" path="res://nodes/player/temp.png" id="1_s33dc"]
[ext_resource type="Script" path="res://scripts/ia/fsm.gd" id="2_ix1o4"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_w17ly"]
radius = 7.9984
height = 31.9936
[node name="player" type="CharacterBody2D"]
script = ExtResource("1_exx2i")
[node name="fsm" type="Node2D" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("2_ix1o4")
root = NodePath("..")
[node name="sprite" type="Sprite2D" parent="."]
texture = ExtResource("1_s33dc")
[node name="shape" type="CollisionShape2D" parent="."]
rotation = 1.55081
shape = SubResource("CapsuleShape2D_w17ly")
metadata/_edit_group_ = true
[node name="camera" type="Camera2D" parent="."]
zoom = Vector2(2, 2)

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After

Width:  |  Height:  |  Size: 1.0 KiB

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cm4rn4vgyjd1b"
path="res://.godot/imported/temp.png-1af0064fad142262002520a17592c851.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://nodes/player/temp.png"
dest_files=["res://.godot/imported/temp.png-1af0064fad142262002520a17592c851.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

File diff suppressed because one or more lines are too long

@ -0,0 +1,49 @@
extends Node2D
class_name FSM
@export var root : Node
var states = ['idle']
var current_state = null
var previous_state = null
var next_state = null
func set_states(new_states):
self.states = new_states
func _ready():
if current_state == null:
next_state = states[0]
_transition()
func _physics_process(delta):
if "before_state" in root:
root.call("before_state", delta)
var current_state_method = current_state + "_state"
if current_state_method in root:
root.call(current_state_method, delta)
if "after_state" in root:
root.call("after_state", delta)
_transition()
func _transition():
if next_state != null:
previous_state = current_state
current_state = next_state
next_state = null
var on_exit_state_method = "on_exit_" + current_state + "_state"
if on_exit_state_method in root:
root.call(on_exit_state_method)
var on_enter_state_method = "on_enter_" + current_state + "_state"
if on_enter_state_method in root:
root.call(on_enter_state_method)
func set_next_state(state):
next_state = state
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