From edef8f7f8f0a7eb65a22461181ec9cf12809e54b Mon Sep 17 00:00:00 2001 From: OddlyTimbot Date: Mon, 20 Oct 2025 16:21:00 -0400 Subject: [PATCH] full state machine --- .../player/idle/Player Idle 48x48.png | Bin 0 -> 1853 bytes .../player/idle/Player Idle 48x48.png.import | 40 ++++ .../player/jump/player jump 48x48.png | Bin 0 -> 1021 bytes .../player/jump/player jump 48x48.png.import | 40 ++++ .../player/run/player run 48x48.png | Bin 0 -> 3199 bytes .../player/run/player run 48x48.png.import | 40 ++++ assets/graphics/projectiles/pixel_bullet.png | Bin 0 -> 3870 bytes .../projectiles/pixel_bullet.png.import | 40 ++++ scenes/player.tscn | 184 +++++++++++++++++- scripts/player.gd | 38 +++- 10 files changed, 379 insertions(+), 3 deletions(-) create mode 100644 assets/graphics/animations/player/idle/Player Idle 48x48.png create mode 100644 assets/graphics/animations/player/idle/Player Idle 48x48.png.import create mode 100644 assets/graphics/animations/player/jump/player jump 48x48.png 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+ current_state = State.RUNNING +func update_animation(): + match current_state: + State.IDLE: + player_graphic.play("idle") + State.RUNNING: + player_graphic.play("run") + State.JUMP: + if upJump: + player_graphic.play("jump") + State.FALLING: + player_graphic.play("fall") + func handle_input()->void: # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): @@ -46,8 +71,10 @@ func handle_input()->void: direction = Input.get_axis("moveLeft", "moveRight") if direction <0: facing=FaceDirection.LEFT + player_graphic.flip_h = true if direction >0: facing=FaceDirection.RIGHT + player_graphic.flip_h = false if Input.is_action_just_pressed("shove") && pushEnabled: print("I want to shove") @@ -95,6 +122,7 @@ func handle_movement(_delta)->void: velocity.y = JUMP_VELOCITY #change state...........t.w. current_state = State.JUMP + upJump = true jump_buffer_timer.stop() func handle_collisions()->void: @@ -119,3 +147,9 @@ func handle_collisions()->void: if not right_cast.is_colliding() && not left_cast.is_colliding(): pushEnabled = false + + +func _on_animation_finished() -> void: + match current_state: + State.JUMP: + upJump=false