extends %BASE% ## Constants available to you # UP = -1.0 # DOWN = 1.0 # LEFT = -1.0 # RIGHT = 1.0 # Avalable functions to call # A Series of helper functions # go_up(): # go_down(): # go_left(): # go_right(): # stop(): ## Other needed variables # desired_movement_vector: Vector2 - Used to store desired movement depending on the state # current_movement_state:String - The name of the current State # Since animactor state machine can actually view properties from this type # I'm thinking about moving the velocity tracker in here instead of player. # velocity: Vector2 - Current velocity, you can change this at will but state may modify it # Declare any other member variables here. Examples: # var a%INT_TYPE% = 2 # var b%STRING_TYPE% = "text" # Called every frame. 'delta' is the elapsed time since the previous frame. # you do not normally need to define this for Actor #func process(delta%FLOAT_TYPE%)%VOID_RETURN%: # pass # For Enemy and NPC Actors: # should be called on the frame process. # For Player Actors: # Should be called on the input process