Platformer 2.0

This commit is contained in:
2026-07-07 19:03:53 -07:00
commit db83628775
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extends CharacterBody2D
@export var gravity = 900.0
var movement_fsm: StateMachine
@onready var animation_player: AnimationPlayer = $AnimationPlayer
var FSMSetup = preload("res://player/setup_state.gd")
var movement_states: Array[State] = []
var movement_transitions: Array[StateTransition] = []
var movement_init_state: StringName = &"idle"
func _ready() -> void:
movement_states = FSMSetup.build_states()
movement_transitions = FSMSetup.build_transitions()
movement_fsm = StateMachine.new()
movement_fsm.setup(movement_states, movement_transitions, movement_init_state)
if movement_fsm.current_state:
movement_fsm.current_state.enter(self)
func _physics_process(delta: float) -> void:
if(movement_fsm):
movement_fsm.process(self, delta)
print("Current state: %s" % movement_fsm.current_state.id)
func play_animation(anim_name: String) -> void:
if animation_player == null:
push_warning("State '%s': player_anims is null, cannot play '%s'" % [movement_fsm.current_state.id, anim_name])
return
# TODO:
# null checks: no sprite frames
# no animation by name
if animation_player.current_animation != anim_name:
animation_player.play(anim_name)
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extends Resource
static var IdleState = preload("res://player/states/idle.gd")
static var FallState = preload("res://player/states/fall.gd")
static func build_states() -> Array[State]:
var list: Array[State] = []
list.append(_named(IdleState.new(), &"idle"))
list.append(_named(FallState.new(), &"fall"))
return list
static func build_transitions() -> Array[StateTransition]:
var list: Array[StateTransition] = []
var t_is_on_floor = TransitionCondition.new(func(data):
return data.is_on_floor()
)
var t_n_is_on_floor = TransitionCondition.new(func(data):
return !data.is_on_floor()
)
list.append(_edge(&"idle", &"fall", t_n_is_on_floor, 10))
list.append(_edge(&"fall", &"idle", t_is_on_floor, 10))
return list
static func _named(state: State, id: StringName) -> State:
state.id = id
return state
static func _edge(from: StringName, to: StringName, condition: TransitionCondition, priority: int) -> StateTransition:
var t:= StateTransition.new()
t.from = from
t.to = to
t.condition = condition
t.priority = priority
return t
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extends State
func enter(char: Object) -> void:
char.play_animation("fall")
func process(char: Object, delta: float) -> void:
char.velocity.y += 900.0 * delta
char.move_and_slide()
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extends State
func enter(char: Object) -> void:
char.play_animation("idle")
char.velocity.x = 0.0
func process(char: Object, delta: float) -> void:
char.move_and_slide()
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