[Minimal] Update to Handler and Processor scripts

Defined basic Handler and Processor structure
This commit is contained in:
Alan Alexander Cerna 2021-10-27 17:45:27 +03:00
parent 7dc253487f
commit 2589c313a4
6 changed files with 138 additions and 4 deletions

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@ -14,6 +14,38 @@ config/name="movementSystem0.0.3"
run/main_scene="res://source/entities/player/player_node.tscn"
config/icon="res://icon.png"
[input]
input_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
]
}
input_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
]
}
input_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
]
}
input_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
]
}
input_debug_toggle={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":96,"unicode":0,"echo":false,"script":null)
]
}
[physics]
common/enable_pause_aware_picking=true

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@ -3,6 +3,7 @@ extends KinematicBody2D
# Instance of data handlers
var userInputInstance = preload("res://source/assets/scripts/handlers/system/input/user_input_handler.gd").new()
var vectoralDirectionPresetInstance = preload("res://source/assets/scripts/handlers/system/vectoralPresets/vectoral_direction_preset_handler.gd").new()
var userStateInstance = preload("res://source/assets/scripts/handlers/system/state/user_state_handler.gd").new()
# Instance of data processors
var VDIRprocessorInstance = preload("res://source/assets/scripts/processors/VDIR/vectoral_direction_processor.gd").new()
@ -12,8 +13,17 @@ var CRprocessorInstance = preload("res://source/assets/scripts/processors/CR/cli
var canvasManagerInstance = preload("res://source/assets/scripts/controllers/managers/canvas_manager.gd").new()
var physicsManagerInstance = preload("res://source/assets/scripts/controllers/managers/physics_manager.gd").new()
# Local class variables
var vectoralDirectionPreset
func _ready():
vectoralDirectionPreset = vectoralDirectionPresetInstance.getState()
func _process(delta):
# Update data-handler returned states
var userInput = userInputInstance.update()
var userState = userStateInstance.update()
# Send the returned states through processors
var VDIR = VDIRprocessorInstance.process(userState, vectoralDirectionPreset)
# Give the resulting data to game controllers
pass

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@ -1,7 +1,23 @@
extends Node
func _ready():
var inputState = {}
func _init() -> void:
inputState = {
"right": false,
"left": false,
"up": false,
"down": false,
"debug": false
}
pass
func verify():
return 'Verification approved'
func update():
inputState = {
"right": Input.is_action_pressed("input_right"),
"left": Input.is_action_pressed("input_left"),
"up": Input.is_action_pressed("input_up"),
"down": Input.is_action_pressed("input_down"),
"debug": Input.is_action_pressed("input_debug_toggle")
}
return inputState

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@ -0,0 +1,15 @@
extends Node
var userState = {}
func _init() -> void:
userState = {
"state": false
}
pass
func update():
userState = {
"state": true
}
return userState

View File

@ -1,4 +1,62 @@
extends Node
func _ready():
var vectoralState = {}
func _ready() -> void:
vectoralState = {
"0": { # Source (Client) positional rotation vectors
"0": { # Primary source positional vector
"start": Vector2(0,0),
"end": Vector2(0,0),
"ray": Vector2(0,0)
},
"1": { # Secondary source positional vector (Negative)
"start": Vector2(0,0),
"end": Vector2(0,0),
"ray": Vector2(0,0)
},
"2": { # Secondary source positional vector (Positive)
"start": Vector2(0,0),
"end": Vector2(0,0),
"ray": Vector2(0,0)
},
"3": { # Secondary source positional vector (Negative) [R]
"start": Vector2(0,0),
"end": Vector2(0,0),
"ray": Vector2(0,0)
},
"4": { # Secondary source positional vector (Positive) [R]
"start": Vector2(0,0),
"end": Vector2(0,0),
"ray": Vector2(0,0)
}
},
"1": { # Source (Client) force vectors
"0": {
"start": Vector2(0,0),
"end": Vector2(0,0)
},
"1": {
"start": Vector2(0,0),
"end": Vector2(0,0)
},
"2": {
"start": Vector2(0,0),
"end": Vector2(0,0)
},
"3": {
"start": Vector2(0,0),
"end": Vector2(0,0)
}
},
"2": { # Source (Client) positional vectors
"0": {
"start": Vector2(0,0),
"end": Vector2(0,0)
}
}
}
pass
func getState():
return vectoralState

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@ -2,3 +2,6 @@ extends Node
func _ready():
pass
func process(userState, vectoralDirectionPreset):
return