Attempt2/src/actors/players/playerD/states/jump.gd
2025-03-08 15:51:56 -08:00

46 lines
1.3 KiB
GDScript

extends StateAnimatedActor
export (NodePath) var idle_node
export (NodePath) var fall_node
export (NodePath) var attack_node
export (NodePath) var landing_node
onready var idle_state: State = get_node(idle_node)
onready var fall_state: State = get_node(fall_node)
onready var attack_state: State = get_node(attack_node)
#onready var landing_mod: StateModifier = get_node(landing_node)
export var jump_force: float = 200.0
func enter() -> void:
# var landing_mod_index = modifier_stack_ref.rfind(landing_mod)
# if landing_mod_index != -1:
# #print("You're Supposed to be dead!?: ", landing_mod_index)
# modifier_stack_ref.remove(landing_mod_index)
# if modifier_stack_ref.has(landing_mod):
# print("Jump from Landing Mod at: ", modifier_stack_ref.rfind(landing_mod))
.enter()
# Apply initial jump velocity on state enter
move_component.velocity.y = -jump_force
func process_physics(delta: float) -> State:
if move_component.velocity.y > 0:
return fall_state
if move_component.wants_shoot():
return attack_state
# First allow horizontal movement.
move_actor_as_desired(delta)
#Flip the character before tha actual move maybe.
if move_component.get_movement_direction() != 0.0:
parent.transform.x.x = move_component.get_movement_direction()
if parent.is_on_floor():
return idle_state
return null