Tales-of-PKMN/game/player/states/throw_state.gd
TheThomaas 250976d170 Squashed commit of the following:
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
2026-10-17 18:56:13 +02:00

131 lines
4.1 KiB
GDScript

extends PlayerState
class_name ThrowState
#@export var cancel_action : StringName = &"player_throw_cancel" #B / clic droit (cree automatiquement s'il n'existe pas)
@export var cancel_hint : Hint #cancel_throw.tres
var cancel_action : StringName: #l'action vient du Hint : une seule definition
get: return cancel_hint.action
@export_group("Charge")
@export var charge_move_speed : float = 3.0 #vitesse de deplacement pendant que RT est maintenue
@export var charge_move_accel : float = 8.0
@export_group("Timing")
@export var windup_time : float = 0.25 #delai entre le relachement et le depart de la balle (a caler sur l'animation)
@export var recovery_time : float = 0.35 #temps de recuperation apres le lancer
var _elapsed : float = 0.0
var _released : bool = false #true des que RT est relachee (phase windup/recovery)
var _thrown : bool = false
var _pokemon : PokemonInstance = null
var _target : Variant = null #AimTarget verrouille au moment du relachement
var _free_aim_point : Vector3 = Vector3.ZERO
func _ready() -> void:
InputRegistry.ensure(cancel_action, [InputRegistry.pad_button(JOY_BUTTON_B), InputRegistry.mouse(MOUSE_BUTTON_RIGHT)])
func on_enter() -> void:
_elapsed = 0.0
_released = false
_thrown = false
_pokemon = GameData.get_selected_pokemon()
_target = null
_free_aim_point = Vector3.ZERO
player.floor_snap_length = 1.0
#player.godot_plush_skin.set_state("throw")
func exit() -> void:
AimReticle.hide_instance() #si la visee est encore active, GroundedState le reaffiche a la frame suivante
func physics_update(delta : float) -> void:
if applies(): return
player.gravity_apply(delta)
if _pokemon == null:
slow_down(delta)
finish() #rien a lancer (equipe vide ou tous K.O.)
return
#phase 1 : charge, tant que RT est maintenue
if !_released:
charge(delta)
return
#phase 2 : windup puis recovery
slow_down(delta)
if !_thrown and Input.is_action_just_pressed(cancel_action):
finish() #annule avant que la balle parte
return
if _thrown and input.aim_pressed():
finish() #balle partie : on coupe la recuperation pour pouvoir viser tout de suite
return
_elapsed += delta
if !_thrown and _elapsed >= windup_time:
throw_ball()
if _elapsed >= windup_time + recovery_time:
finish()
func applies() -> bool:
return !player.is_on_floor() and player.velocity.y < 0.0 and fall()
#---------- charge ----------
func charge(delta : float) -> void:
if Input.is_action_just_pressed(cancel_action):
finish() #annule : rien n'est lance
return
if input.aim_pressed(): player.aim_targeting.begin_aim() #on peut se mettre a viser en pleine charge, sans perdre la charge
if !input.throw_held():
release()
return
move_while_charging(delta)
if player.is_aiming: player.aim_targeting.tick() #cible verrouillee / changement de cible pendant la charge
else: player.aim_targeting.update_reticle()
func release() -> void:
#RT relachee : on fige la cible et le point vise, puis le windup demarre
_released = true
_elapsed = 0.0
_target = player.aim_target if is_instance_valid(player.aim_target) else null
_free_aim_point = player.throw_resolver.compute_free_aim_point()
func move_while_charging(delta : float) -> void:
player.move_dir = input.read_move_dir()
if player.move_dir and player.is_on_floor():
accelerate(charge_move_speed, charge_move_accel, delta)
else:
slow_down(delta)
func finish() -> void:
if input.aim_held(): player.aim_targeting.begin_aim() #visee enfoncee : elle continue apres le lancer (sans effet si deja active)
#accroupi ou non : la posture est conservee, Idle / Walk la reappliquent
var dir : Vector2 = input.read_move_raw()
request_ground_state(dir != Vector2.ZERO)
#---------- lancer ----------
func throw_ball() -> void:
_thrown = true
hints_changed.emit()
AimReticle.hide_instance()
#la balle est autonome : son atterrissage et l'envoi du pokemon sont geres par ThrowResolver, meme si le joueur change d'etat entre-temps
player.throw_resolver.throw_ball(_pokemon, _target, _free_aim_point)
func get_hints() -> Array[Hint]:
var list : Array[Hint] = []
if !_thrown: list.append(cancel_hint) #plus d'annulation possible une fois la balle partie
return list