Update throwing mechanics
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@ -43,7 +43,10 @@ func enter(play_char_ref : CharacterBody3D) -> void:
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play_char = play_char_ref
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auto_lock_blocked = false
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#curr_state_name n'est pas encore mis a jour a ce stade : il reflete encore l'etat qu'on est en train de quitter
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came_from_crouch = play_char.state_machine.curr_state_name == "Crouch"
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#si on revient de ThrowState, came_from_crouch a deja ete transmis par ThrowState : on ne l'ecrase pas
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var previous : String = play_char.state_machine.curr_state_name
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if previous != "Throw" and previous != "Dodge":
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came_from_crouch = previous == "Crouch"
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verifications()
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func verifications() -> void:
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@ -3,6 +3,9 @@ extends Node
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class_name StateMachine
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@export var initial_state : State
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@export var throw_action : StringName = &"player_throw"
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const THROW_ENTRY_STATES : Array[String] = ["Idle", "Walk", "Run", "Crouch"] #etats depuis lesquels RT lance sans viser
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var curr_state : State
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var curr_state_name : String
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@ -27,8 +30,29 @@ func _ready() -> void:
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func _process(delta : float) -> void:
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if curr_state: curr_state.update(delta)
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func _physics_process(delta: float) -> void:
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if curr_state: curr_state.physics_update(delta)
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if curr_state:
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if try_start_throw(): return
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curr_state.physics_update(delta)
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func try_start_throw() -> bool:
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if !(curr_state_name in THROW_ENTRY_STATES): return false
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if !Input.is_action_just_pressed(throw_action): return false
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if !char_ref.is_on_floor(): return false
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var selected : PokemonInstance = GameData.get_selected_pokemon()
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if selected == null: return false
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#pokemon deja dehors : l'appui le rappelle au lieu de lancer
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var already_out : SentPokemon = SentPokemon.find_for(get_tree(), selected)
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if already_out:
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already_out.recall()
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return false
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if !states.has("throwstate"): return false
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on_state_child_transition(curr_state, "ThrowState")
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return true
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func on_state_child_transition(state : State, new_state_name : String) -> void:
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#manage the transition from one state to another
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@ -7,9 +7,15 @@ var state_name : String = "Throw"
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var play_char : CharacterBody3D
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@export var aim_action : StringName = &"player_aim_camera"
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@export var throw_action : StringName = &"player_throw" #RT / clic gauche : maintenir pour charger, relacher pour lancer
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@export var cancel_action : StringName = &"player_throw_cancel" #B / clic droit (cree automatiquement s'il n'existe pas)
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@export_group("Charge")
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@export var charge_move_speed : float = 3.0 #vitesse de deplacement pendant que RT est maintenue
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@export var charge_move_accel : float = 8.0
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@export_group("Timing")
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@export var windup_time : float = 0.25 #delai avant que la balle parte (a caler sur l'animation)
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@export var windup_time : float = 0.25 #delai entre le relachement et le depart de la balle (a caler sur l'animation)
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@export var recovery_time : float = 0.35 #temps de recuperation apres le lancer
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@export_group("Ball")
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@ -26,21 +32,56 @@ var play_char : CharacterBody3D
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@export_flags_3d_physics var ground_mask : int = 1
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var _elapsed : float = 0.0
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var _released : bool = false #true des que RT est relachee (phase windup/recovery)
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var _thrown : bool = false
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var _keep_aim : bool = false #true quand on retourne a AimState : on garde camera et verrouillage
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var _pokemon : PokemonInstance = null
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var _target : Variant = null #AimTarget verrouille au moment du lancer
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var _target : Variant = null #AimTarget verrouille au moment du relachement
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var _free_aim_point : Vector3 = Vector3.ZERO
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var _came_from_crouch : bool = false #true si le lancer vient du crouch (directement, ou via Aim declenche depuis le crouch)
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func _ready() -> void:
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_ensure_action(throw_action, func():
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var trigger := InputEventJoypadMotion.new()
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trigger.axis = JOY_AXIS_TRIGGER_RIGHT
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trigger.axis_value = 1.0
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InputMap.action_add_event(throw_action, trigger)
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var click := InputEventMouseButton.new()
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click.button_index = MOUSE_BUTTON_LEFT
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InputMap.action_add_event(throw_action, click))
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_ensure_action(cancel_action, func():
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var pad := InputEventJoypadButton.new()
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pad.button_index = JOY_BUTTON_B
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InputMap.action_add_event(cancel_action, pad)
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var click := InputEventMouseButton.new()
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click.button_index = MOUSE_BUTTON_RIGHT
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InputMap.action_add_event(cancel_action, click))
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func _ensure_action(action : StringName, add_events : Callable) -> void:
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if InputMap.has_action(action): return
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InputMap.add_action(action)
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add_events.call()
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func enter(play_char_ref : CharacterBody3D) -> void:
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play_char = play_char_ref
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_elapsed = 0.0
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_released = false
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_thrown = false
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_keep_aim = false
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#curr_state_name n'est pas encore mis a jour a ce stade : il reflete encore l'etat qu'on quitte
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var previous : String = play_char.state_machine.curr_state_name
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if previous == "Crouch":
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_came_from_crouch = true
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elif previous == "Aim":
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var aim : Node = play_char.state_machine.states.get("aimstate")
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_came_from_crouch = aim != null and aim.came_from_crouch
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else:
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_came_from_crouch = false
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_pokemon = GameData.get_selected_pokemon()
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_target = play_char.aim_target if is_instance_valid(play_char.aim_target) else null
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_free_aim_point = _compute_free_aim_point() #visee libre : le point est fige au moment ou on appuie
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_target = null
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_free_aim_point = Vector3.ZERO
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play_char.floor_snap_length = 1.0
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#play_char.godot_plush_skin.set_state("throw")
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@ -56,12 +97,24 @@ func physics_update(delta : float) -> void:
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if applies(): return
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play_char.gravity_apply(delta)
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slow_down(delta)
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if _pokemon == null:
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slow_down(delta)
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finish() #rien a lancer (equipe vide ou tous K.O.)
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return
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#phase 1 : charge, tant que RT est maintenue
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if !_released:
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charge(delta)
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return
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#phase 2 : windup puis recovery
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slow_down(delta)
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if !_thrown and Input.is_action_just_pressed(cancel_action):
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finish() #annule avant que la balle parte
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return
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_elapsed += delta
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if !_thrown and _elapsed >= windup_time:
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throw_ball()
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@ -74,6 +127,35 @@ func applies() -> bool:
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return true
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return false
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#---------- charge ----------
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func charge(delta : float) -> void:
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if Input.is_action_just_pressed(cancel_action):
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finish() #annule : rien n'est lance
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return
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if !Input.is_action_pressed(throw_action):
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release()
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return
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move_while_charging(delta)
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func release() -> void:
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#RT relachee : on fige la cible et le point vise, puis le windup demarre
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_released = true
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_elapsed = 0.0
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_target = play_char.aim_target if is_instance_valid(play_char.aim_target) else null
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_free_aim_point = _compute_free_aim_point()
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func move_while_charging(delta : float) -> void:
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play_char.move_dir = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action).rotated(-play_char.cam_holder.global_rotation.y)
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if play_char.move_dir and play_char.is_on_floor():
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play_char.velocity.x = lerp(play_char.velocity.x, play_char.move_dir.x * charge_move_speed, charge_move_accel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, play_char.move_dir.y * charge_move_speed, charge_move_accel * delta)
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else:
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slow_down(delta)
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func slow_down(delta : float) -> void:
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play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta)
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@ -81,9 +163,16 @@ func slow_down(delta : float) -> void:
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func finish() -> void:
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if Input.is_action_pressed(aim_action):
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_keep_aim = true
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#AimState ne verra que "Throw" comme etat precedent : on lui transmet l'origine crouch
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var aim : Node = play_char.state_machine.states.get("aimstate")
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if aim: aim.came_from_crouch = _came_from_crouch
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transitioned.emit(self, "AimState")
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return
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if _came_from_crouch:
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transitioned.emit(self, "CrouchState")
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return
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var dir : Vector2 = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action)
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transitioned.emit(self, play_char.walk_or_run if dir != Vector2.ZERO else "IdleState")
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