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https://github.com/Relintai/pandemonium_demo_projects.git
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61 lines
2.5 KiB
Plaintext
61 lines
2.5 KiB
Plaintext
[gd_scene load_steps=6 format=2]
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[ext_resource path="res://player/Player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://fonts/source_code_pro_explanations.tres" type="DynamicFont" id=2]
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[ext_resource path="res://debug/StatesStackDiplayer.tscn" type="PackedScene" id=3]
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[ext_resource path="res://debug/ControlsPanel.tscn" type="PackedScene" id=4]
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[ext_resource path="res://fonts/source_code_pro_explanations_bold.tres" type="DynamicFont" id=5]
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[node name="Demo" type="Node"]
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[node name="Player" parent="." instance=ExtResource( 1 )]
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position = Vector2( 640, 400 )
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[node name="Explanations" type="RichTextLabel" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_left = 10.0
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margin_top = -370.0
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margin_right = -10.0
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margin_bottom = -730.0
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rect_clip_content = false
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mouse_filter = 2
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size_flags_vertical = 4
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custom_fonts/normal_font = ExtResource( 2 )
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custom_fonts/bold_font = ExtResource( 5 )
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bbcode_enabled = true
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bbcode_text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
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States are common in games. You can use the pattern to:
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1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
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2. Respect the Single Responsibility Principle. Each State object represents [b]one[/b] action
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3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
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You can read more about States in the excellent [url=http://gameprogrammingpatterns.com/state.html]Game Programming Patterns ebook[/url]."
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text = "This example shows how to apply the State programming pattern in GDScript, including Hierarchical States, and a pushdown automaton.
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States are common in games. You can use the pattern to:
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1. Separate each behavior and transitions between behaviors, thus make scripts shorter and easier to manage
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2. Respect the Single Responsibility Principle. Each State object represents one action
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3. Improve your code's structure. Look at the scene tree and FileSystem tab: without looking at the code, you'll know what the Player can or cannot do.
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You can read more about States in the excellent Game Programming Patterns ebook."
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="Control" type="Control" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="StatesStackDiplayer" parent="Control" instance=ExtResource( 3 )]
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[node name="ControlsPanel" parent="Control" instance=ExtResource( 4 )]
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[editable path="Player"]
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