Castagne Engine

The Open Source Fighting Game Framework

I’ve added phases and events, compared to previous versions these work properly even with state calls That means that your custom code in states like AttackReactEvents doesn’t need an additional EOnAttackHit: anymore !

Also CallAfter is now EAfter, it’s an event now for easier use

Regarding EAfter, at the moment it’s akin to a second phase after the first, and runs after the inter-entity communication sync. I did it that way now to get it online, but I’m not sure how much of that to keep. I think I’ll remove the possibility of a state transition, but keep the barrier and sync to allow some tricky behavior that requires getting data from the other entities on the same frame

Try the Godot 3 Version now!