Merged branch2 - #4
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bodolay-prog wants to merge 65 commits into
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bodolay-prog wants to merge 65 commits into
bodolay-prog wants to merge 65 commits into
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Updated hitbox manager signal and function signatures to include damage and knockback parameters. Refactored P1 character script to use a unified 'state_machine' node instead of 'input_state_machine', updated related variable and signal names, and improved frame counter and movement logic. Adjusted .tscn file to match new node names and signal connections. These changes improve extensibility and clarity for hit and block state handling.
Introduces a 'knockback' variable to both player character scripts and updates all relevant state logic to use this property for horizontal velocity during hit, block, and combo states. Game manager functions now pass knockback to player state, enabling more flexible and accurate knockback handling.
Introduces a new 3_H state node to both p1_test_player.tscn and p_2_test_player.tscn, referencing their respective state scripts. Also updates the README with current development tasks and progress.
Introduces new attack and sweep states for both test players, updates hitbox manager logic to support launcher and ender hit types, and refactors signal handling for hit events. Also updates scene and animation resources to integrate new states and hitbox configurations.
Introduced a new 3_H sweep hitbox and corresponding animation for test_char, including handler logic in low_hit_manager.gd and updates to p1_test_player.tscn. This enables sweep attacks with proper hitbox activation and animation playback.
Introduces new 'on_launcher' state and updates all relevant state scripts to handle 'launcher' and 'sweep' hurt types. State machine transitions and node paths in the scene file are updated to support these new states, improving character reaction logic for launch and sweep attacks.
Introduces a new sweep knockdown animation and state for both P1 and P2 test players. Updates state machines, hitbox managers, and relevant scripts to support sweep attacks and transitions, including proper hurtbox disabling and animation handling. Also refines dash logic and input handling for attack states.
Corrected parameter order in hitbox_manager_p2.gd and adjusted knockback values in hit managers. Updated state machine node paths and improved air hit state physics to apply knockback direction. Added missing input handling in on_hit_combo.gd. Restored and fixed animation resources in player scene files.
Removed redundant crouch_state returns from attack state scripts for both test players, streamlining input handling. Adjusted hitbox manager to apply knockback on hit, updated hit buffer timing, and modified animation tracks and state properties in the test player scene for improved hit detection and state transitions.
Updated knockback parameters for hit and sweep events in low_hit_manager.gd to provide non-zero knockback. Modified on_launch.gd to apply horizontal velocity during hit stun, improving character launch physics.
Modified multiple state scripts for both p1 and p2 test characters, including hit, block, combo, and air states. Added a temporary scene file for p1_test_player, likely for debugging or development purposes.
Simplified and cleaned up state transitions for on_hit and on_hit_combo states for both P1 and P2 characters, removing unused transitions and node paths. Added SP gain (+50) to all hit-confirmed attack states. Improved air hit and launcher logic to track and use times_hited and launched_times for combo/juggle handling. Adjusted hitbox manager damage/knockback values for P2. Minor collision shape and debug print adjustments.
Increased the multiplier for vertical velocity scaling with times_hited from 0.95 to 1.25 for both P1 and P2 characters. Changed launcher combo state transitions to require launched_times >= 2 instead of >= 1. Reset launched_times in idle and get_up states. Minor cleanup of debug prints and adjusted collision shape position for P1.
Marked P1 and P2 logic and fight logic as completed in the README and updated task progress notes. Also fixed minor whitespace formatting in p_2_test_player.gd.
Introduced an input history system with visual display for player 1, including new scripts and scene for input tracking and rendering. Added input icon assets for directions and actions. Updated debug scene to include input history and input shower controls. Minor debug print and visibility adjustments in player scripts and scenes. Removed unused autoloads from project.godot.
Introduces new debug labels for attack type, frames, damage, and knockback, and integrates them into the debug scene. Updates hitbox manager logic for low and mid hits to use new parameters. Removes unused VBoxContainer debug scripts and updates the game manager to display attack data in real time.
Introduced a ceiling collision to the camera scene by adding a StaticBody2D with a RectangleShape2D. Updated the README with new development tasks and made minor adjustments to the test character and debug script. Also set a default animation FPS in project settings.
Added Ryu 442.png image files to hitbox, hurtbox, sprite, and state directories for both p1 and p2 variants of shoto_ken and shoto_ryu characters. Removed placeholder .gitkeep files from p2_chars/shoto_ryu to accommodate new assets.
Added new Ryu 442.png.import files for hitbox, hurtbox, sprite, and state managers for both shoto_ken and shoto_ryu characters (p1 and p2). Removed obsolete .gitkeep.txt files from shoto_ryu directories to reflect the addition of actual content.
Expanded Menu.gd with improved player selection logic, UI feedback, and error handling for character selection. Also removed unused .import files for icons in the fray addon.
Deleted multiple .import files for Fray addon icons, likely to clean up unused or redundant resources. Added a new test stage scene at stages/test_stage/test_stage.tscn and a temporary control scene file. Updated project.godot to register GameState autoload and disabled the Fray editor plugin.
Moved character and game manager scripts from debug to core/managers, and removed unused debug scripts and nodes. Added training_mode_manager.gd and its scene for training mode, along with a new control_layer.tscn for input and data display. Updated debug scenes to use the new structure and separated training and standard debug scenes.
Added sprite archive files for Ken and Ryu for both player 1 and player 2 characters. Removed the debug/hitbox_manager_debuig.gd script and its UID file, likely as part of cleaning up unused or obsolete debug code.
Added new sprite PNG files for Ken and Ryu characters under both player 1 and player 2 directories. These assets will be used for character rendering in the game.
Removed old Ken and Ryu sprite archives and related files for both player 1 and player 2 characters. Added new PNG sprite assets: 'ken 21x20.png' and 'ryu 21x21.png' for both characters, streamlining the sprite resources.
Added Godot .import files for Ken and Ryu sprites for both player 1 and player 2 character directories. These files define texture import settings for the respective character sprite images.
Updated Menu.gd and menu.gd to use a group-based approach for character selection buttons, simplifying the selection logic and UI updates. Adjusted node paths for player frames and nodes to match the scene structure. Improved GameState.gd with error handling for unknown characters and added a helper to get character scene paths. Updated menu.tscn to assign character selection buttons to the correct group. Cleaned up project.godot, removing unused autoloads and input mappings, and set the main scene to control.tscn. Added a minimal node.gd script.
Introduced new Ken and Ryu character scenes for both P1 and P2, using existing test player scripts. Added class_name declarations to all P1 and P2 state scripts for improved Godot integration and refactoring. Also updated node names and script references for consistency.
Introduces detailed .tscn files for P1 Ken and P1 Ryu, including animation players, state machines, and sprite resources. Replaces old Ken sprite with a new 'ken 21x20 real.png' for both P1 and P2, updates import files, and removes the previous Ken sprite. Updates related scripts and project settings to support the new character assets and states.
Deleted p1_ryu_character.tscn from shoto_ken and added its full implementation to shoto_ryu. This consolidates Ryu's character scene under the correct directory and removes duplication.
Introduced dedicated hitbox and hurtbox manager scripts for Shoto Ryu and Shoto Ken characters, including high, mid, low, air, ground, and counter variants. Updated character scenes to use these new managers and adjusted animation tracks to reference the new hitbox and hurtbox nodes, improving modularity and clarity in combat logic.
Refactored hit and air hit state transitions for better handling of airborne states and knockback logic in player scripts. Added new SRK and TMK scripts for Ken, updated hitbox manager logic to apply vertical knockback, and made various adjustments to collision and animation tracks in character scenes for more accurate hit detection and hurtbox visibility.
Moved special and attack state scripts for Shoto Ken into organized subdirectories under 'core/hitbox_managers' and 'states/attack_states'. Updated references in the character scene to match new paths for improved project structure and maintainability.
Reduced hitstop duration in training mode manager and increased knockback for Ken's attack state for better gameplay feel. Added a new HealthBar scene to the HUD for visualizing player health.
Introduces new health bar scenes, scripts, and portrait assets for P1 and P2 characters. Integrates health and SP bar updates into character scripts and training mode manager. Removes old HealthBar.tscn and updates debug output in test player scripts. Adjusts hitbox damage and minor UI positioning.
Introduces the tmk_ex state and corresponding animation for Ken, including new hitbox and hurtbox logic. Updates special hit manager to support EX move parameters, disables collision shapes for Ryu, and ensures proper hitbox disabling in Ken's animation tracks. Also adds srk_ex state references to the state machine for consistency.
Added SP gain cap to hit checks for test players. Increased hit stun frames for Ken's tmk_ex attack. Updated animation tracks and resource IDs for Ken character, including changes to hurtbox and hitbox tracks. Removed unused hit_check signal connections from test player scenes. Tweaked input_history node offsets in control_layer.tscn.
Introduces animation tracks for srk_ender_area/srk_hitbox to various states in p2_ken_character.tscn, including controls for hitbox disabling, position, size, and related sprite visibility/modulation. This enables more precise management of the SRK ender hitbox and associated VFX during character state transitions.
Introduces new Hadouken scene and scripts, updates Ken's animation resources and hitbox/hurtbox tracks for EX moves, and refactors signal handling for special attacks. Also replaces p1_hurt_signal with special_signal and updates related UID files.
Introduces new attack states for Ken's Hadouken (hdk_l, hdk_m, hdk_ex) and integrates them into the state machine and input handling for P2 characters. Adds a hurt signal to both P1 and P2 characters, emitting it on hit and sweep states. Updates related scripts to support Hadouken transitions and includes new assets for Ken's Hadouken effect.
Corrects the velocity and knockback assignment for hadouken projectiles to ensure proper direction and force based on player side. Also removes unnecessary print statements and adds debug output for knockback values.
Introduced new scripts for Ryu's special moves (Hadouken, Shoryuken, Tatsumaki) in light, medium, and EX variants. Updated the hitbox manager to handle special hit signals and modified the Ryu character scene to integrate these new states and hitboxes.
Introduced new win and lose state scripts for both Shoto Ryu and Shoto Ken characters, including scene and script additions. Refactored and reorganized attack state scripts into dedicated 'states/attack_states' directories. Updated character scenes to use new state paths and added new global signals. Improved animation and hurtbox handling for special moves.
Introduces start_game state scripts and nodes for P1 Ryu and P2 Ken, updates scene files to use these as initial states, and adds related signals (is_ready, p1_lose, p2_lose) to character scripts. Also refines dead/lose state logic, disables counter hurtboxes at start, and updates animation and health values for improved round initialization and state transitions.
Introduced audio SFX for Ryu and Ken actions and deaths, wiring them into attack and state scripts. Added map selection logic and paths to GameState.gd, including functions for map selection and scene transitions. Refactored menu structure: moved and renamed menu scripts/scenes, removed old menu files, and added new assets for character selection, backgrounds, and sound effects.
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