arbre Etat, plus ajout animation player

This commit is contained in:
Estrela Allan p1923381 2020-05-02 16:10:48 +02:00
parent cd7f1837a4
commit c85ccf4f8f
4 changed files with 195 additions and 47 deletions

View File

@ -0,0 +1,41 @@
[gd_resource type="SpriteFrames" load_steps=22 format=2]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental31.png" type="Texture" id=1]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental10.png" type="Texture" id=2]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental32.png" type="Texture" id=3]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental00.png" type="Texture" id=4]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental05.png" type="Texture" id=5]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental01.png" type="Texture" id=6]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental11.png" type="Texture" id=7]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental13.png" type="Texture" id=8]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental29.png" type="Texture" id=9]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental08.png" type="Texture" id=10]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental06.png" type="Texture" id=11]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental03.png" type="Texture" id=12]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental04.png" type="Texture" id=13]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental28.png" type="Texture" id=14]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental30.png" type="Texture" id=15]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental12.png" type="Texture" id=16]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental02.png" type="Texture" id=17]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental09.png" type="Texture" id=18]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental34.png" type="Texture" id=19]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental35.png" type="Texture" id=20]
[ext_resource path="res://Character/Fire Elemental Sprite Sheet/fireelemental33.png" type="Texture" id=21]
[resource]
animations = [ {
"frames": [ ExtResource( 10 ), ExtResource( 18 ), ExtResource( 2 ), ExtResource( 7 ), ExtResource( 16 ), ExtResource( 8 ) ],
"loop": true,
"name": "idle",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ), ExtResource( 6 ), ExtResource( 17 ), ExtResource( 12 ), ExtResource( 13 ), ExtResource( 5 ), ExtResource( 11 ) ],
"loop": true,
"name": "walk",
"speed": 5.0
}, {
"frames": [ ExtResource( 14 ), ExtResource( 9 ), ExtResource( 15 ), ExtResource( 1 ), ExtResource( 3 ), ExtResource( 21 ), ExtResource( 19 ), ExtResource( 20 ) ],
"loop": true,
"name": "dead",
"speed": 5.0
} ]

View File

@ -23,7 +23,7 @@ GestionJeu::GestionJeu()
GestionJeu::~GestionJeu()
{
delete gPlayer;
delete gMobs;
}

View File

@ -25,10 +25,13 @@ void GestionPlayer::_register_methods()
void GestionPlayer::_process(float dt) // dt = deltaTime
{
traitementInput(dt);
p.velocity = move_and_slide(p.velocity);
animation();
playerState.right = false;
playerState.left = false;
traitementInput();
PlayerLogic(dt);
p.velocity = move_and_slide(p.velocity);
}
void GestionPlayer::_init()
@ -67,7 +70,7 @@ void GestionPlayer::setupPlayer()
}
void GestionPlayer::traitementInput(float dt)
void GestionPlayer::traitementInput()
{
// manage Inputs
Input* i = Input::get_singleton();
@ -75,59 +78,147 @@ void GestionPlayer::traitementInput(float dt)
// move in X directions
p.velocity.x = 0.0f; // rest x, keyboard action will change this
if (i->is_action_pressed("ui_left"))
gauche();
playerState.left = true;
if (i->is_action_pressed("ui_right"))
droit();
playerState.right = true;
if (i->is_action_pressed("dash"))
dash();
playerState.dash = true;
if (i->is_action_pressed("attack"))
attack();
playerState.attack = true;
if (i->is_action_pressed("attack2"))
bigattack();
playerState.bigattack = true;
if (i->is_action_pressed("block"))
block();
playerState.block = true;
// update Velocity
// move in Y directions
if (i->is_action_pressed("ui_select"))
playerState.jump = true;
}
void GestionPlayer::PlayerLogic(float dt)
{
if (playerState.jump)
{
// attack en l'air
PlayerLogic_Jump(dt);
}
else
{
// attack au sol
if (on_ground)
{
PlayerLogic_OnGround(dt);
}
else
{ // freefall
// attack en l'air
PlayerLogic_FreeFall(dt);
}
}
}
void GestionPlayer::PlayerLogic_Jump(float dt)
{
if (on_ground)
{
p.velocity.y = 0.0f;
p.velocity.y = power_jump;
}
else
{
p.velocity.y += gravity * dt;
}
// move in Y directions
if (i->is_action_pressed("ui_select"))
saut();
if (p.velocity.y > 0.0f)
{
playerState.jump = false;
playerState.freefall = true;
}
else
{
if (playerState.left)
{
p.velocity.x = -speed;
sprite_player_ptr->play("Jump Up");
sprite_player_ptr->set_flip_h(true);
}
else if (playerState.right)
{
p.velocity.x = +speed;
sprite_player_ptr->play("Jump Up");
sprite_player_ptr->set_flip_h(false);
}
}
}
void GestionPlayer::animation()
void GestionPlayer::PlayerLogic_OnGround(float dt)
{
if (p.velocity.x > 0.0f)
p.velocity.y = 0.0f;
if (playerState.attack)
{
sprite_player_ptr->play("Walk");
sprite_player_ptr->set_flip_h(false);
sprite_player_ptr->play("attack");
}
else if (p.velocity.x < 0.0f)
else if (playerState.bigattack)
{
sprite_player_ptr->play("attack2");
}
else if (playerState.dash)
{
sprite_player_ptr->play("dash");
p.velocity.x =+ 50;
}
else if (playerState.block)
{
sprite_player_ptr->play("shield");
}
else if (playerState.left)
{
p.velocity.x = -speed;
sprite_player_ptr->play("Walk");
sprite_player_ptr->set_flip_h(true);
}
else if(pv <= 0)
else if (playerState.right)
{
p.velocity.x = +speed;
sprite_player_ptr->play("Walk");
sprite_player_ptr->set_flip_h(false);
}
else if (pv <= 0)
{
sprite_player_ptr->play("mort");
}
else
{
sprite_player_ptr->play("Idle");
}
}
void GestionPlayer::PlayerLogic_FreeFall(float dt)
{
p.velocity.x = +speed;
if (playerState.left)
{
p.velocity.x = -speed;
sprite_player_ptr->play("jump Down");
sprite_player_ptr->set_flip_h(true);
}
else if (playerState.right)
{
p.velocity.x = +speed;
sprite_player_ptr->play("jump Down");
sprite_player_ptr->set_flip_h(false);
}
p.velocity.y += gravity * dt;
}
void GestionPlayer::setPosition(int x, int y)
@ -149,7 +240,7 @@ void GestionPlayer::setPosition(int x, int y)
//init Velocity
p.velocity = Vector2(0.0f, 0.0f);
}
/*
void GestionPlayer::droit()
{
Godot::print("Deplacement a droite");
@ -168,10 +259,7 @@ void GestionPlayer::bas()
void GestionPlayer::saut()
{
if (on_ground)
{
p.velocity.y = power_jump;
}
}
void GestionPlayer::idle()
@ -198,4 +286,5 @@ void GestionPlayer::block()
void GestionPlayer::bigattack()
{
sprite_player_ptr->play("attack2");
}
}
*/

View File

@ -35,21 +35,27 @@ public:
Player p;
public:
void traitementInput(float dt);
void traitementInput();
void setPosition(int x, int y);
private:
void droit();
void gauche();
void bas();
void saut();
void dash();
void idle();
void attack();
void bigattack();
void animation();
void block();
//void droit();
//void gauche();
//void bas();
//void saut();
//void dash();
//void idle();
//void attack();
//void bigattack();
//void block();
void PlayerLogic(float dt);
void PlayerLogic_OnGround(float dt);
void PlayerLogic_Jump(float dt);
void PlayerLogic_FreeFall(float dt);
public:
const float speed = 100.f;
float pv = 100;
@ -60,10 +66,22 @@ public:
bool on_roof = false;
bool on_left_wall = false;
bool on_right_wall = false;
bool right;
bool left;
bool jump;
struct S_PlayerState
{
bool right;
bool left;
bool jump;
bool dash;
bool idle;
bool attack;
bool bigattack;
bool block;
bool freefall;
} playerState;
private:
Vector2 velocity;