commit 8e7da96bfcd52b230feaf40fbc6d4a42b80c5723
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:55:14 2026 +0200
Make state machine more reusable
commit 37da7248b8c33ce95cff7ef9332c5ccf6e3cd418
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:44:34 2026 +0200
Change aim state into flag
commit fbb3a84a12e2cabff9b36390da7483b8de7e9379
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:33:08 2026 +0200
Replace fixed references with ui references
commit 913955b13e9980780ac88761845d9e1f165f0d0e
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 13:32:21 2026 +0200
Update camera action handling
commit 4ce0ac13ffea473cf62c2fefd1571e9df1fbbcaa
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 13:04:39 2026 +0200
Update mounting system
commit e410eca38760955b2866eecd6ac0281e2041e76d
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 12:57:25 2026 +0200
Update aiming system
commit 4c788df485ccbff5f91fd51d9f480e495f11da5f
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Thu Oct 15 21:50:26 2026 +0200
Centralize states names into constants
commit 6059479c87d749e986a48adb520ef33121104da5
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Thu Oct 15 21:25:32 2026 +0200
Refator Crouch state into flag
commit 08faec70e770042d36eed6f173a63f3aac1f67c6
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Wed Oct 14 10:19:35 2026 +0200
Update player input management and state machine
commit 11a0aecc58c50c5862a03b4fd0b55e8db024031f
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Wed Oct 14 10:17:06 2026 +0200
Delete charizard.tres
commit 399eac2b6c64f242a1c2e12360d811127f87681c
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Tue Oct 13 18:20:45 2026 +0200
Remove unused MountedState
commit 42a3668c52fe96a7509a74290a94fc5a8084b713
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Tue Oct 13 18:18:08 2026 +0200
Group grounded states under common class
38 lines
1.7 KiB
GDScript
38 lines
1.7 KiB
GDScript
extends AirborneState
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class_name InairState
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@export var jump_buffer_time : float = 0.15 #appui sur saut juste avant d'atterrir : le saut part a l'atterrissage si l'appui date de moins de ce delai (en secondes)
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var _buffer_id : int = 0 #identifie le dernier appui bufferise, pour ne pas qu'un ancien minuteur annule un appui plus recent
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func on_air_enter() -> void:
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#saut coupe (bouton relache pendant la montee, voir JumpState) : on freine la montee, une seule fois
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if player.has_cut_jump:
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player.has_cut_jump = false
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if player.velocity.y > 0.0: player.velocity.y *= player.jump_cut_multiplier
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func handle_input() -> bool:
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if !input.jump_pressed(): return false
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#coyote jump : on vient de quitter le sol sans sauter, le saut reste permis un court instant
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#saut en l'air : il en reste (nb_jumps_in_air_allowed)
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var coyote : bool = player.coyote_jump_cooldown > 0.0
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if coyote or player.nb_jumps_in_air_allowed > 0:
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player.coyote_jump_on = coyote #lu par JumpState.jump() : le coyote jump ne consomme pas de saut en l'air
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if request_transition(States.JUMP): return true
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player.coyote_jump_on = false #saut refuse (ex : etat bloque) : on ne laisse pas le drapeau traîner
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return false
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buffer_jump() #plus de saut possible : on garde l'appui un instant pour l'atterrissage
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return false
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func buffer_jump() -> void:
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#jump_buff_on est consomme par GroundedState a l'atterrissage (-> JumpState). Il est retire apres jump_buffer_time
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#quel que soit l'etat dans lequel on se trouve, d'ou le minuteur du SceneTree et pas un compteur dans physics_update
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player.jump_buff_on = true
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_buffer_id += 1
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var id : int = _buffer_id
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await get_tree().create_timer(jump_buffer_time).timeout
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if id == _buffer_id: player.jump_buff_on = false
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