[Minimal] Handler and Manager script update

This commit is contained in:
Alan Alexander Cerna 2021-10-28 12:56:52 +03:00
parent 2589c313a4
commit 865accacca
5 changed files with 27 additions and 20 deletions

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@ -1,4 +1,5 @@
extends Node
func _ready():
func update(userStateInstance):
userStateInstance.rotateBy(-1)
pass

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@ -15,15 +15,23 @@ var physicsManagerInstance = preload("res://source/assets/scripts/controllers/ma
# Local class variables
var vectoralDirectionPreset
var userInput
var userState
var VDIR
func _ready():
vectoralDirectionPreset = vectoralDirectionPresetInstance.getState()
vectoralDirectionPreset = vectoralDirectionPresetInstance.getState(userStateInstance.update())
func _process(delta):
# Update data-handler returned states
var userInput = userInputInstance.update()
var userState = userStateInstance.update()
userInput = userInputInstance.update()
userState = userStateInstance.update()
# Send the returned states through processors
var VDIR = VDIRprocessorInstance.process(userState, vectoralDirectionPreset)
VDIR = VDIRprocessorInstance.process(userState, vectoralDirectionPreset)
# Give the resulting data to game controllers
physicsManagerInstance.update(userStateInstance)
physics_process(delta)
pass
func physics_process(delta):
rotation_degrees = userState["rotation"]

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@ -1,9 +1,9 @@
extends Node2D
func _ready():
pass
func statePassback():
return {"node_global_position": transform.origin, "rotation": null}
func set_scale(scale):
func set_scale(scale) -> void:
$player_body/player_sprite_na.scale = Vector2(scale, scale)
$player_body/player_sprite.scale = Vector2(scale, scale)
$player_body/player_collider.scale = Vector2(scale, scale)

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@ -2,14 +2,15 @@ extends Node
var userState = {}
func _init() -> void:
userState = {
"state": false
}
pass
var rotationalTracker = 0
func rotateBy(amount):
rotationalTracker += amount
if rotationalTracker == 361: rotationalTracker = 1
elif rotationalTracker == -361: rotationalTracker = -1
func update():
userState = {
"state": true
}
userState = preload("res://source/assets/scripts/handlers/character/player/player_node_handler.gd").new().statePassback()
# IF necessary process and update and correct userState
userState["rotation"] = rotationalTracker
return userState

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@ -2,7 +2,7 @@ extends Node
var vectoralState = {}
func _ready() -> void:
func getState(userState):
vectoralState = {
"0": { # Source (Client) positional rotation vectors
"0": { # Primary source positional vector
@ -56,7 +56,4 @@ func _ready() -> void:
}
}
}
pass
func getState():
return vectoralState