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authorDavid Luevano Alvarado <david@luevano.xyz>2022-06-05 09:18:35 -0600
committerDavid Luevano Alvarado <david@luevano.xyz>2022-06-05 09:18:35 -0600
commit4b42a8ba26f21e2c6c766fa747c8b93a115a53b2 (patch)
treea688e3be103942c1a1057b65ca61ea26f57dd5ee /src/entities/actors
parente4423cc8490b7f5ec3449f568bf64e81f4d03248 (diff)
added new tiles to ground tilemap, moved player to state machine paradigm
Diffstat (limited to 'src/entities/actors')
-rw-r--r--src/entities/actors/snake/scenes/Head.tscn20
-rw-r--r--src/entities/actors/snake/scripts/dash_state.gd25
-rw-r--r--src/entities/actors/snake/scripts/generic_segment.gd2
-rw-r--r--src/entities/actors/snake/scripts/head.gd61
-rw-r--r--src/entities/actors/snake/scripts/jump_state.gd27
-rw-r--r--src/entities/actors/snake/scripts/normal_state.gd28
-rw-r--r--src/entities/actors/snake/scripts/slow_state.gd27
-rw-r--r--src/entities/actors/snake/scripts/state_machine.gd72
8 files changed, 229 insertions, 33 deletions
diff --git a/src/entities/actors/snake/scenes/Head.tscn b/src/entities/actors/snake/scenes/Head.tscn
index a08197b..d69cbf8 100644
--- a/src/entities/actors/snake/scenes/Head.tscn
+++ b/src/entities/actors/snake/scenes/Head.tscn
@@ -1,8 +1,12 @@
-[gd_scene load_steps=10 format=2]
+[gd_scene load_steps=14 format=2]
[ext_resource path="res://entities/actors/snake/sprites/head.png" type="Texture" id=1]
[ext_resource path="res://entities/actors/snake/scripts/head.gd" type="Script" id=2]
[ext_resource path="res://entities/actors/snake/sprites/tongue.png" type="Texture" id=3]
+[ext_resource path="res://entities/actors/snake/scripts/state_machine.gd" type="Script" id=4]
+[ext_resource path="res://entities/actors/snake/scripts/normal_state.gd" type="Script" id=5]
+[ext_resource path="res://entities/actors/snake/scripts/dash_state.gd" type="Script" id=6]
+[ext_resource path="res://entities/actors/snake/scripts/slow_state.gd" type="Script" id=7]
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 3 )
@@ -35,6 +39,20 @@ radius = 2.0
collision_mask = 262
script = ExtResource( 2 )
+[node name="StateMachine" type="Node" parent="."]
+script = ExtResource( 4 )
+
+[node name="NormalState" type="Node" parent="StateMachine"]
+script = ExtResource( 5 )
+
+[node name="DashState" type="Node" parent="StateMachine"]
+script = ExtResource( 6 )
+
+[node name="SlowState" type="Node" parent="StateMachine"]
+script = ExtResource( 7 )
+
+[node name="JumpState" type="Node" parent="StateMachine"]
+
[node name="Tongue" type="AnimatedSprite" parent="."]
position = Vector2( 0, -5 )
frames = SubResource( 6 )
diff --git a/src/entities/actors/snake/scripts/dash_state.gd b/src/entities/actors/snake/scripts/dash_state.gd
new file mode 100644
index 0000000..3eb0bdf
--- /dev/null
+++ b/src/entities/actors/snake/scripts/dash_state.gd
@@ -0,0 +1,25 @@
+extends Node
+
+var fsm: StateMachine
+
+
+func enter():
+ if fsm.DEBUG:
+ print("Got inside %s." % name)
+ Event.emit_signal("snake_started_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
+ yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), "timeout")
+ exit()
+
+
+func exit():
+ Event.emit_signal("snake_finished_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ fsm.back()
+
+
+func physics_process(delta: float) -> void:
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
diff --git a/src/entities/actors/snake/scripts/generic_segment.gd b/src/entities/actors/snake/scripts/generic_segment.gd
index d0bb944..a1a930a 100644
--- a/src/entities/actors/snake/scripts/generic_segment.gd
+++ b/src/entities/actors/snake/scripts/generic_segment.gd
@@ -21,4 +21,4 @@ func _on_body_entered(body: Node) -> void:
func _on_snake_rotated() -> void:
# this is just random, i need to offset a tiny bit whenever the snake rotates
# so that the first body segmetn doesn't catch up with the head
- offset -= Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2) \ No newline at end of file
+ offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2) \ No newline at end of file
diff --git a/src/entities/actors/snake/scripts/head.gd b/src/entities/actors/snake/scripts/head.gd
index 8747910..e6824a7 100644
--- a/src/entities/actors/snake/scripts/head.gd
+++ b/src/entities/actors/snake/scripts/head.gd
@@ -9,49 +9,30 @@ onready var tongue_sprite: AnimatedSprite = $Tongue
var _initial_speed: float = Global.SNAKE_SPEED
var velocity: Vector2 = Vector2.ZERO
-var _direction: Vector2 = Vector2.UP
+var direction: Vector2 = Vector2.UP
var _time_elapsed: float = 0.0
+var can_dash: bool = true
+var can_slow: bool = true
+var can_jump: bool = true
+
func _ready() -> void:
Event.connect("food_eaten", self, "_on_food_eaten")
+ Event.connect("snake_started_dash", self, "_on_snake_started_dash")
+ Event.connect("snake_started_slow", self, "_on_snake_started_slow")
+ Event.connect("snake_started_jump", self, "_on_snake_started_jump")
tongue_sprite.visible = false
-func _physics_process(delta: float) -> void:
- if Input.is_action_pressed("move_left"):
- _rotate_to(LEFT)
- if Input.is_action_pressed("move_right"):
- _rotate_to(RIGHT)
-
- velocity = _direction * Global.SNAKE_SPEED
-
- # not sure if needed, worked wonders when using a Node2D instead of KB2D
- velocity = move_and_slide(velocity)
-
- # slow down on collisions, so it isn't as unfair
- if get_last_slide_collision():
- var speed: float = velocity.length()
- Global.SNAKE_SPEED = speed
- else:
- Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
-
- # handle slow speeds
- if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0:
- Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
- Event.emit_signal("game_over")
-
- _handle_time_elapsed(delta)
-
-
-func _rotate_to(direction: int) -> void:
- rotate(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
- _direction = _direction.rotated(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
+func rotate_to(_direction: int) -> void:
+ rotate(deg2rad(_direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
+ direction = direction.rotated(deg2rad(_direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
Event.emit_signal("snake_rotated")
# using a timer is not recommended for < 0.01
-func _handle_time_elapsed(delta: float) -> void:
+func handle_time_elapsed(delta: float) -> void:
if _time_elapsed >= Global.SNAKE_POSITION_UPDATE_INTERVAL:
Event.emit_signal("snake_path_new_point", global_position)
_time_elapsed = 0.0
@@ -65,3 +46,21 @@ func _on_food_eaten(properties: Dictionary) -> void:
yield(tongue_sprite, "animation_finished")
tongue_sprite.stop()
tongue_sprite.frame = 0
+
+
+func _on_snake_started_dash() -> void:
+ can_dash = false
+ yield(get_tree().create_timer(Global.SNAKE_DASH_COOLDOWN), "timeout")
+ can_dash = true
+
+
+func _on_snake_started_slow() -> void:
+ can_slow = false
+ yield(get_tree().create_timer(Global.SNAKE_SLOW_COOLDOWN), "timeout")
+ can_slow = true
+
+
+func _on_snake_started_jump() -> void:
+ can_jump = false
+ yield(get_tree().create_timer(Global.SNAKE_JUMP_COOLDOWN), "timeout")
+ can_jump = true
diff --git a/src/entities/actors/snake/scripts/jump_state.gd b/src/entities/actors/snake/scripts/jump_state.gd
new file mode 100644
index 0000000..396ceb4
--- /dev/null
+++ b/src/entities/actors/snake/scripts/jump_state.gd
@@ -0,0 +1,27 @@
+extends Node
+
+var fsm: StateMachine
+
+
+func enter():
+ if fsm.DEBUG:
+ print("Got inside %s." % name)
+ Event.emit_signal("snake_started_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
+ yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), "timeout")
+ exit()
+
+
+func exit():
+ Event.emit_signal("snake_finished_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ fsm.back()
+
+
+func physics_process(delta: float) -> float:
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
+
+ return delta
diff --git a/src/entities/actors/snake/scripts/normal_state.gd b/src/entities/actors/snake/scripts/normal_state.gd
new file mode 100644
index 0000000..11981a3
--- /dev/null
+++ b/src/entities/actors/snake/scripts/normal_state.gd
@@ -0,0 +1,28 @@
+extends Node
+
+var fsm: StateMachine
+
+
+func enter():
+ if fsm.DEBUG:
+ print("Got inside %s." % name)
+
+
+func exit(next_state):
+ fsm.change_to(next_state)
+
+
+func physics_process(delta: float) -> void:
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP)
+
+
+func input(event: InputEvent) -> void:
+ if fsm.player.can_dash and event.is_action_pressed("dash"):
+ exit("DashState")
+ if fsm.player.can_slow and event.is_action_pressed("slow"):
+ exit("SlowState")
+ # if fsm.player.can_jump and event.is_action_pressed("jump"):
+ # exit("JumpState")
diff --git a/src/entities/actors/snake/scripts/slow_state.gd b/src/entities/actors/snake/scripts/slow_state.gd
new file mode 100644
index 0000000..8d54bfb
--- /dev/null
+++ b/src/entities/actors/snake/scripts/slow_state.gd
@@ -0,0 +1,27 @@
+extends Node
+
+var fsm: StateMachine
+
+
+func enter():
+ if fsm.DEBUG:
+ print("Got inside %s." % name)
+ Event.emit_signal("snake_started_slow")
+ Global.SNAKE_SPEED = Global.SNAKE_SLOW_SPEED
+ yield(get_tree().create_timer(Global.SNAKE_SLOW_TIME), "timeout")
+ exit()
+
+
+func exit():
+ Event.emit_signal("snake_finished_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ fsm.back()
+
+
+func physics_process(delta: float) -> float:
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_SLOW_SPEED)
+
+ return delta
diff --git a/src/entities/actors/snake/scripts/state_machine.gd b/src/entities/actors/snake/scripts/state_machine.gd
new file mode 100644
index 0000000..b63f272
--- /dev/null
+++ b/src/entities/actors/snake/scripts/state_machine.gd
@@ -0,0 +1,72 @@
+class_name StateMachine
+extends Node
+
+const DEBUG: bool = false
+
+var player: KinematicBody2D
+var state: Node
+var history: Array = []
+
+
+func _ready() -> void:
+ player = get_parent()
+ state = get_child(0)
+ _enter_state()
+
+
+func change_to(new_state: String) -> void:
+ history.append(state.name)
+ state = get_node(new_state)
+ _enter_state()
+
+
+func back() -> void:
+ if history.size() > 0:
+ state = get_node(history.pop_back())
+ _enter_state()
+
+
+func _enter_state() -> void:
+ if DEBUG:
+ print("Entering state %s" % state.name)
+ state.fsm = self
+ state.enter()
+
+
+# routing game loop functions
+func _process(delta: float) -> void:
+ if state.has_method("process"):
+ state.process(delta)
+
+
+func _physics_process(delta: float) -> void:
+ if Input.is_action_pressed("move_left"):
+ player.rotate_to(player.LEFT)
+ if Input.is_action_pressed("move_right"):
+ player.rotate_to(player.RIGHT)
+
+ # state specific code, move_and_slide is called here
+ if state.has_method("physics_process"):
+ state.physics_process(delta)
+
+ handle_slow_speeds()
+
+ player.handle_time_elapsed(delta)
+
+
+func slow_down_on_collisions(speed_backup: float):
+ if player.get_last_slide_collision():
+ Global.SNAKE_SPEED = player.velocity.length()
+ else:
+ Global.SNAKE_SPEED = speed_backup
+
+
+func handle_slow_speeds() -> void:
+ if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0:
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ Event.emit_signal("game_over")
+
+
+func _input(event: InputEvent) -> void:
+ if state.has_method("input"):
+ state.input(event)