Vesna can walk diagonally now

pull/14/head
kziolkowski 5 months ago
parent 2e21fb7e98
commit 8e0dced918

@ -1,7 +1,8 @@
[gd_scene load_steps=476 format=3 uid="uid://c25udixd5m6l0"]
[gd_scene load_steps=477 format=3 uid="uid://c25udixd5m6l0"]
[ext_resource type="Script" uid="uid://b05uyj001ehwi" path="res://scripts/CSharp/Common/Farming/VesnaBehaviour2D.cs" id="1_yd5ep"]
[ext_resource type="Script" uid="uid://cjbclkxesh3hc" path="res://scripts/CSharp/Common/CharacterControls/Player2D.cs" id="2_1vqmv"]
[ext_resource type="Script" uid="uid://cjbclkxesh3hc" path="res://scripts/CSharp/Common/CharacterControls/PlayerMovement.cs" id="2_1vqmv"]
[ext_resource type="Script" uid="uid://n7oihifvqp23" path="res://scripts/CSharp/Common/Animation/VesnaAnimations.cs" id="3_f6xmn"]
[ext_resource type="Texture2D" uid="uid://7jrac5ii3ah3" path="res://art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0001.png" id="3_tb2wl"]
[ext_resource type="Texture2D" uid="uid://c06b551t2qlo6" path="res://art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0002.png" id="4_dy5kt"]
[ext_resource type="Texture2D" uid="uid://bj2ssu0ixr0p1" path="res://art/animation/Vesna2D/Vesna Anims Sequences/B01-Idle/0004.png" id="6_3sina"]
@ -2071,14 +2072,12 @@ script = ExtResource("1_yd5ep")
_farmingControls = NodePath("FarmingControls")
_player2d = NodePath("CharacterBody2D")
[node name="CharacterBody2D" type="CharacterBody2D" parent="." node_paths=PackedStringArray("_sprite", "_wateringParticles") groups=["PlantGrowing"]]
[node name="CharacterBody2D" type="CharacterBody2D" parent="." groups=["PlantGrowing"]]
position = Vector2(0, 374)
collision_layer = 4
collision_mask = 3
script = ExtResource("2_1vqmv")
_speed = 1500.0
_sprite = NodePath("visuals/Animated Sprites")
_wateringParticles = NodePath("../pouring water vfx")
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
z_index = 1
@ -2087,8 +2086,11 @@ position = Vector2(-24, -13)
shape = SubResource("CircleShape2D_ssqtd")
debug_color = Color(0.923708, 0.202722, 0.475262, 0.42)
[node name="visuals" type="Node2D" parent="CharacterBody2D"]
[node name="visuals" type="Node2D" parent="CharacterBody2D" node_paths=PackedStringArray("_sprite", "_wateringParticles")]
position = Vector2(0, -374)
script = ExtResource("3_f6xmn")
_sprite = NodePath("Animated Sprites")
_wateringParticles = NodePath("../../pouring water vfx")
[node name="Animated Sprites" type="AnimatedSprite2D" parent="CharacterBody2D/visuals"]
position = Vector2(0, 450)

@ -31,6 +31,7 @@ InventoryManager="*res://scripts/CSharp/Common/Inventory/InventoryManager.cs"
Signal_Debugger="*res://addons/SignalVisualizer/Debugger/SignalDebugger.gd"
QuestManager="*res://scripts/CSharp/Common/Quest/QuestManager.cs"
FightManagerAutoload="*res://prefabs/fight/fight_manager_autoload.tscn"
InputService="*res://scripts/CSharp/Common/Services/InputService.cs"
[dialogic]

@ -1,48 +1,36 @@
using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
namespace Babushka.scripts.CSharp.Common.Animation;
public partial class Player2D : CharacterBody2D
public partial class VesnaAnimations : Node
{
[Export] private float _speed = 100f;
[Export] private AnimatedSprite2D _sprite;
[Export] private SceneTree.GroupCallFlags _fieldFlags;
[Export] private CpuParticles2D _wateringParticles;
// -1 means no tool.
private int _toolID = -1;
private string _toolString;
private bool anyActionPressed;
private bool _canHandleInput = true;
private Vector2 _lastDirection = Vector2.Zero;
private InventoryManager _inventoryManager;
public bool InputEnabled
{
get => _canHandleInput;
set => _canHandleInput = value;
}
public override void _Ready()
{
InventoryManager.Instance.playerInventory.InventoryContentsChanged += HandleNewItemInInventory;
}
private void HandleNewItemInInventory()
{
// for future Kathi: this does not, in fact, check if an item has been added only, but triggers on every content change!
PlayPickUpAnimation();
}
public override void _Process(double delta)
[Export] private AnimatedSprite2D _sprite;
[Export] private CpuParticles2D _wateringParticles;
private bool anyActionPressed;
private string _toolString;
private int _toolID = -1; // -1 means no tool.
private Vector2 _lastDirection = Vector2.Zero;
public override void _Ready()
{
InventoryManager.Instance.playerInventory.InventoryContentsChanged += HandleNewItemInInventory;
}
private void HandleNewItemInInventory()
{
// for future Kathi: this does not, in fact, check if an item has been added only, but triggers on every content change!
PlayPickUpAnimation();
}
public override void _Process(double delta)
{
anyActionPressed = false;
if (!_canHandleInput)
if (!InputService.Instance.InputEnabled)
return;
bool right = Input.IsActionPressed("move_right");
@ -53,8 +41,6 @@ public partial class Player2D : CharacterBody2D
if (up)
{
Velocity = new Vector2(0, -_speed);
MoveAndSlide();
_sprite.Animation = "back walking" + _toolString;
anyActionPressed = true;
_lastDirection = Vector2.Up;
@ -63,8 +49,6 @@ public partial class Player2D : CharacterBody2D
if (down && !walkingAnimationPicked)
{
Velocity = new Vector2(0, _speed);
MoveAndSlide();
_sprite.Animation = "front walking" + _toolString;
anyActionPressed = true;
_lastDirection = Vector2.Down;
@ -73,8 +57,6 @@ public partial class Player2D : CharacterBody2D
if (right && !walkingAnimationPicked)
{
Velocity = new Vector2(_speed, 0);
MoveAndSlide();
_sprite.FlipH = false;
_sprite.Animation = "side walking" + _toolString;
anyActionPressed = true;
@ -84,8 +66,6 @@ public partial class Player2D : CharacterBody2D
if (left && !walkingAnimationPicked)
{
Velocity = new Vector2(-_speed, 0);
MoveAndSlide();
_sprite.FlipH = true;
_sprite.Animation = "side walking" + _toolString;
anyActionPressed = true;
@ -152,11 +132,11 @@ public partial class Player2D : CharacterBody2D
/// </summary>
public void PlayWateringAnimation()
{
if (_toolID == 1 && _canHandleInput)
if (_toolID == 1 && InputService.Instance.InputEnabled)
{
_sprite.Animation = "diagonal wateringcan";
_sprite.Play();
_canHandleInput = false;
InputService.Instance.InputEnabled = false;
_wateringParticles.Emitting = true;
Task.Run(DelayedInputHandlerReset);
}
@ -166,14 +146,14 @@ public partial class Player2D : CharacterBody2D
{
await Task.Delay(1000);
_wateringParticles.Emitting = false;
_canHandleInput = true;
InputService.Instance.InputEnabled = true;
}
public void PlayPickUpAnimation()
{
_sprite.Animation = "side pickup";
_sprite.Play();
_canHandleInput = false;
InputService.Instance.InputEnabled = false;
Task.Run(DelayedInputHandlerReset);
}
@ -181,7 +161,7 @@ public partial class Player2D : CharacterBody2D
{
_sprite.Animation = "diagonal farming";
_sprite.Play();
_canHandleInput = false;
InputService.Instance.InputEnabled = false;
Task.Run(DelayedInputHandlerReset);
}
@ -190,10 +170,9 @@ public partial class Player2D : CharacterBody2D
{
_sprite.Animation = "back interact";
_sprite.Play();
_canHandleInput = false;
_lastDirection = Vector2.Up;
InputService.Instance.InputEnabled = false;
Task.Run(DelayedInputHandlerReset);
}
}

@ -0,0 +1,60 @@
using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class PlayerMovement : CharacterBody2D
{
[Export] private float _speed = 1000f;
private InventoryManager _inventoryManager;
public override void _Process(double delta)
{
bool anyActionPressed = false;
Vector2 currentVelocity = Vector2.Zero;
if (!InputService.Instance.InputEnabled)
return;
bool right = Input.IsActionPressed("move_right");
bool left = Input.IsActionPressed("move_left");
bool up = Input.IsActionPressed("move_up");
bool down = Input.IsActionPressed("move_down");
if (up)
{
currentVelocity += new Vector2(0, -_speed);
anyActionPressed = true;
}
if (down)
{
currentVelocity += new Vector2(0, _speed);
anyActionPressed = true;
}
if (right)
{
currentVelocity += new Vector2(_speed, 0);
anyActionPressed = true;
}
if (left)
{
currentVelocity += new Vector2(-_speed, 0);
anyActionPressed = true;
}
if (anyActionPressed)
{
Velocity = currentVelocity;
MoveAndSlide();
}
}
}

@ -35,7 +35,7 @@ public partial class PlantBehaviour2D : Node2D
if (_field.FieldState != FieldState.Watered || _magicWordSaid != _magicWordNeeded)
return;
GetTree().CallGroup("PlantGrowing", Player2D.MethodName.PlayFarmingAnimation);
//GetTree().CallGroup("PlantGrowing", PlayerMovement.MethodName.PlayFarmingAnimation);
// todo:
// find out why the last plant stage is being skipped the second time around
switch (_state)

@ -1,5 +1,7 @@
using Babushka.scripts.CSharp.Common.Animation;
using Babushka.scripts.CSharp.Common.CharacterControls;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
@ -9,7 +11,8 @@ public partial class VesnaBehaviour2D : Node
[ExportGroup("Farming")]
[Export] private FieldService2D _fieldParent;
[Export] private FarmingControls2D _farmingControls;
[Export] private Player2D _player2d;
[Export] private PlayerMovement _player2d;
[Export] private VesnaAnimations _vesnaAnimations;
[Export] private ItemResource _hoe;
[Export] private ItemResource _wateringCan;
@ -77,7 +80,7 @@ public partial class VesnaBehaviour2D : Node
if (toolId == 1)
{
_farmingControls.FillWateringCan();
_player2d.PlayWateringCanFillupAnimation();
_vesnaAnimations.PlayWateringCanFillupAnimation();
EmitSignal(SignalName.FilledWateringCan);
}
}
@ -85,18 +88,18 @@ public partial class VesnaBehaviour2D : Node
#endregion
/// <summary>
/// Enables the character movement in the Player2D script.
/// Enables the input.
/// </summary>
public void EnableMovement()
{
_player2d.InputEnabled = true;
InputService.Instance.InputEnabled = true;
}
/// <summary>
/// Disables the character movement in the Player2D script.
/// Disables the input.
/// </summary>
public void DisableMovement()
{
_player2d.InputEnabled = false;
InputService.Instance.InputEnabled = false;
}
}

@ -0,0 +1,37 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Services;
public partial class InputService : Node
{
public static InputService Instance { get; private set; } = null!;
[Signal]
public delegate void InputEnabledChangedEventHandler(bool enabled);
private static bool _inputEnabled = true;
public bool InputEnabled
{
get => _inputEnabled;
set
{
if (_inputEnabled != value)
{
CallDeferred(nameof(SetInputEnabled), value);
}
}
}
private void SetInputEnabled(bool enabled)
{
_inputEnabled = enabled;
EmitSignal(SignalName.InputEnabledChanged, _inputEnabled);
}
public override void _EnterTree()
{
Instance = this;
}
}
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