diff --git a/src/actor.gd b/src/actor.gd index dcdbe8a..c03b674 100644 --- a/src/actor.gd +++ b/src/actor.gd @@ -1,7 +1,7 @@ class_name Actor extends KinematicBody2D -var velocity = Vector2(0,0) +#var velocity = Vector2(0,0) #var direction = Vector2(-1,0) export(String, "Player", "Enemy", "NPC") var actor_type diff --git a/src/playerC/states/fall.gd b/src/playerC/states/fall.gd index 2f4df06..bf46de4 100644 --- a/src/playerC/states/fall.gd +++ b/src/playerC/states/fall.gd @@ -16,10 +16,10 @@ func process_input(_event: InputEvent) -> State: return null func process_physics(delta: float) -> State: - parent.velocity.y += gravity * delta + move_component.velocity.y += gravity * delta - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) # if parent.velocity.x != 0.0: # parent.direction.x = parent.velocity.x @@ -34,7 +34,7 @@ func process_physics(delta: float) -> State: # parent.transform.x.x = parent.direction.x # 1 if parent.is_on_floor(): - if parent.velocity.x == 0: + if move_component.velocity.x != 0: return move_state return idle_state return null diff --git a/src/playerC/states/fire.gd b/src/playerC/states/fire.gd index 05b0252..6addae5 100644 --- a/src/playerC/states/fire.gd +++ b/src/playerC/states/fire.gd @@ -47,12 +47,12 @@ func process_physics(delta: float) -> State: parent.shoot_projectile() can_fire = false - parent.velocity.y += gravity * delta - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.y += gravity * delta + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) - if parent.velocity.x != 0.0: + if move_component.velocity.x != 0.0: return move_state if !parent.is_on_floor(): diff --git a/src/playerC/states/idle.gd b/src/playerC/states/idle.gd index 8420c66..f925707 100644 --- a/src/playerC/states/idle.gd +++ b/src/playerC/states/idle.gd @@ -15,7 +15,7 @@ onready var fire_state: State = get_node(fire_node) func enter() -> void: .enter() parent.set_hurtbox(true) - parent.velocity.x = 0 + move_component.velocity.x = 0 func process_input(_event: InputEvent) -> State: # if get_jump() and parent.is_on_floor(): @@ -43,12 +43,12 @@ func process_physics(delta: float) -> State: debugTimeTracker = 0.0 print(owner.name, " DEBUG TRANSFORM:", parent.transform) - parent.velocity.y += gravity * delta + move_component.velocity.y += gravity * delta #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) - if parent.velocity.x != 0.0: + if move_component.velocity.x != 0.0: return move_state if !parent.is_on_floor(): diff --git a/src/playerC/states/jump.gd b/src/playerC/states/jump.gd index d8b4417..67bfb60 100644 --- a/src/playerC/states/jump.gd +++ b/src/playerC/states/jump.gd @@ -13,7 +13,7 @@ export var jump_force: float = 900.0 func enter() -> void: .enter() - parent.velocity.y = -jump_force + move_component.velocity.y = -jump_force func process_input(_event: InputEvent) -> State: move_component.get_movement_direction() @@ -21,13 +21,13 @@ func process_input(_event: InputEvent) -> State: func process_physics(delta: float) -> State: - parent.velocity.y += gravity * delta + move_component.velocity.y += gravity * delta - if parent.velocity.y > 0: + if move_component.velocity.y > 0: return fall_state - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) if move_component.get_movement_direction() != 0.0: parent.transform.x.x = move_component.get_movement_direction() @@ -40,7 +40,7 @@ func process_physics(delta: float) -> State: # parent.transform.x.x = parent.direction.x # 1 if parent.is_on_floor(): - if parent.velocity.x == 0: + if move_component.velocity.x == 0: return move_state return idle_state diff --git a/src/playerC/states/move.gd b/src/playerC/states/move.gd index df649de..02350ee 100644 --- a/src/playerC/states/move.gd +++ b/src/playerC/states/move.gd @@ -30,7 +30,7 @@ func process_physics(delta: float) -> State: debugTimeTracker = 0.0 print("DEBUG TRANSFORM:", parent.transform) - parent.velocity.y += gravity * delta + move_component.velocity.y += gravity * delta # var movement = move_component.get_movement_direction() * move_speed # @@ -41,10 +41,10 @@ func process_physics(delta: float) -> State: # parent.velocity.x = movement # parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) - if parent.velocity.x == 0.0: + if move_component.velocity.x == 0.0: return idle_state if move_component.get_movement_direction() != 0.0: diff --git a/src/state_animated_actor.gd b/src/state_animated_actor.gd index a001c6a..d477243 100644 --- a/src/state_animated_actor.gd +++ b/src/state_animated_actor.gd @@ -103,8 +103,8 @@ func process_physics(_delta: float) -> State: # animation_index += 1 func move_actor_as_desired(delta: float): - parent.velocity.y += gravity * delta + move_component.velocity.y += gravity * delta #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) diff --git a/src/templates/Actor/states/fall.gd b/src/templates/Actor/states/fall.gd index 650424e..b6750ad 100644 --- a/src/templates/Actor/states/fall.gd +++ b/src/templates/Actor/states/fall.gd @@ -5,10 +5,11 @@ export (NodePath) var idle_node onready var idle_state: State = get_node(idle_node) func process_physics(delta: float) -> State: - parent.velocity.y += gravity * delta + #parent.velocity.y += gravity * delta + move_component.velocity.y += gravity * delta - parent.velocity.x = move_component.desired_movement_vector.x * move_speed - parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) + move_component.velocity.x = move_component.desired_movement_vector.x * move_speed + move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) if move_component.get_movement_direction() != 0.0: parent.transform.x.x = move_component.get_movement_direction() diff --git a/src/templates/Actor/states/idle.gd b/src/templates/Actor/states/idle.gd index fac2305..250c59c 100644 --- a/src/templates/Actor/states/idle.gd +++ b/src/templates/Actor/states/idle.gd @@ -9,7 +9,7 @@ onready var move_state: State = get_node(move_node) func enter() -> void: .enter() # parent.set_hurtbox(true) - parent.velocity.x = 0 + move_component.velocity.x = 0 if debug_state: print(owner.name, " Move Component: ", move_component.desired_movement_vector.x) @@ -22,7 +22,7 @@ func process_physics(delta: float) -> State: move_actor_as_desired(delta) - if parent.velocity.x != 0.0: + if move_component.velocity.x != 0.0: return move_state if !parent.is_on_floor(): diff --git a/src/templates/Actor/states/move.gd b/src/templates/Actor/states/move.gd index 273ff38..f93dab5 100644 --- a/src/templates/Actor/states/move.gd +++ b/src/templates/Actor/states/move.gd @@ -10,7 +10,7 @@ func process_physics(delta: float) -> State: move_actor_as_desired(delta) - if parent.velocity.x == 0.0: + if move_component.velocity.x == 0.0: return idle_state #Flip the character before tha actual move maybe.