initial commit: canny cat basic movement, bouncing, some gridmap tiles for levels

This commit is contained in:
Haze Weathers 2025-02-22 16:48:31 -05:00
commit e1b43c8bc5
120 changed files with 5785 additions and 0 deletions

View file

@ -0,0 +1,193 @@
@tool
@icon("transition.svg")
class_name Transition
extends Node
const ExpressionUtil = preload("expression_util.gd")
const DebugUtil = preload("debug_util.gd")
## Flag indicating that this transition has been modified and needs to update its caches.
var _dirty:bool = true
## Cached target state of this transition. Will be resolved when [method resolve_target] is called.
var _target:StateChartState = null
## The trigger types that are supported by this transition. This is a bit mask of the supported trigger types.
## The trigger types are defined in the [StateChart] class.
var _supported_trigger_types:int = 0
## Fired when this transition is taken. For delayed transitions, this signal
## will be fired when the transition is actually executed (e.g. when its delay
## has elapsed and the transition has not been arborted before). The signal will
## always be fired before the state is exited.
signal taken()
## The target state to which the transition should switch
@export_node_path("StateChartState") var to:NodePath:
set(value):
to = value
_dirty = true
update_configuration_warnings()
## The event that should trigger this transition, can be empty in which case
## the transition will immediately be tried when the state is entered
@export var event:StringName = "":
set(value):
event = value
_dirty = true
update_configuration_warnings()
## An expression that must evaluate to true for the transition to be taken. Can be
## empty in which case the transition will always be taken
@export var guard:Guard:
set(value):
guard = value
_dirty = true
update_configuration_warnings()
## A delay in seconds before the transition is taken. Can be 0 in which case
## the transition will be taken immediately. The transition will only be taken
## if the state is still active when the delay has passed and has never been left.
## @deprecated: use the new delay_in_seconds property instead
var delay_seconds:float = 0.0:
set(value):
delay_in_seconds = str(value)
get:
if delay_in_seconds.is_valid_float():
return float(delay_in_seconds)
return 0.0
## An expression for the delay in seconds before the transition is taken.
## This expression can use all expression properties of the state chart.
## If the expression does not evaluate to a valid float or a negative value,
## the delay will be 0. When the delay is 0, the transition will be taken immediately.
## The transition will only be taken if the state is still active when the delay has
## passed and has never been left.
var delay_in_seconds:String = "0.0":
set(value):
delay_in_seconds = value
update_configuration_warnings()
## Read-only property that returns true if the transition has an event specified.
## @deprecated: this property is no longer needed. It will be removed in a future version.
var has_event:bool:
get:
return event != null and event.length() > 0
## Returns true if this transition is potentially triggered by the given trigger type.
func is_triggered_by(trigger_type:StateChart.TriggerType) -> bool:
if _dirty:
_refresh_caches()
return (_supported_trigger_types & trigger_type) != 0
## Takes this transition immediately or with a delay if defined
## Note: if there is a delay on this transition and immediately param is true, it forces the transition to be taken without the delay
func take(immediately:bool = true) -> void:
var parent_state:StateChartState = get_parent() as StateChartState
if parent_state == null:
push_error("Transitions must be children of states.")
return
parent_state._run_transition(self, immediately)
## Evaluates the guard expression and returns true if the transition should be taken.
## If no guard expression is specified, this function will always return true.
func evaluate_guard() -> bool:
if guard == null:
return true
var parent_state:StateChartState = get_parent() as StateChartState
if parent_state == null:
push_error("Transitions must be children of states.")
return false
return guard.is_satisfied(self, get_parent())
## Evaluates the delay of this transition.
func evaluate_delay() -> float:
# if the expression just is a single float, skip the evaluation and just
# return the float value. This is a performance optimization.
if delay_in_seconds.is_valid_float():
return float(delay_in_seconds)
# evaluate the expression
var parent_state:StateChartState = get_parent() as StateChartState
if parent_state == null:
push_error("Transitions must be children of states.")
return 0.0
var result = ExpressionUtil.evaluate_expression("delay of " + DebugUtil.path_of(self), parent_state._chart, delay_in_seconds, 0.0)
if typeof(result) != TYPE_FLOAT:
push_error("Expression: ", delay_in_seconds ," result: ", result, " is not a float. Returning 0.0.")
return 0.0
return result
## Resolves the target state and returns it. If the target state is not found,
## this function will return null.
func resolve_target() -> StateChartState:
if _dirty:
_refresh_caches()
return _target
func _get_configuration_warnings() -> PackedStringArray:
var warnings:Array = []
if get_child_count() > 0:
warnings.append("Transitions should not have children")
if to == null or to.is_empty():
warnings.append("The target state is not set")
elif resolve_target() == null:
warnings.append("The target state " + str(to) + " could not be found")
if not (get_parent() is StateChartState):
warnings.append("Transitions must be children of states.")
return warnings
func _get_property_list() -> Array:
var properties:Array = []
properties.append({
"name": "delay_in_seconds",
"type": TYPE_STRING,
"usage": PROPERTY_USAGE_DEFAULT,
"hint": PROPERTY_HINT_EXPRESSION
})
# hide the old delay_seconds property
properties.append({
"name": "delay_seconds",
"type": TYPE_FLOAT,
"usage": PROPERTY_USAGE_NONE
})
return properties
func _refresh_caches():
_dirty = false
var is_automatic:bool = (event == null or event.length() == 0)
if to != null and not to.is_empty():
var result:Node = get_node_or_null(to)
if result is StateChartState:
_target = result
_supported_trigger_types = 0
if not is_automatic:
# non-automatic transitions can only be triggered by events
_supported_trigger_types |= StateChart.TriggerType.EVENT
else:
# automatic transitions can be triggered by multiple conditions.
# ALL automatic transitions can be triggered by state enter
_supported_trigger_types |= StateChart.TriggerType.STATE_ENTER
# ALL automatic transitions remain "in play" until the state is left. While
# "in play" they can be triggered by property changes or state changes.
# Which changes exactly are supported is determined by the used guard(s).
# Check the guard for trigger types
if guard != null:
_supported_trigger_types |= guard.get_supported_trigger_types()