59 lines
1.4 KiB
GDScript
59 lines
1.4 KiB
GDScript
extends StateAnimatedActor
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export (NodePath) var idle_node
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export (NodePath) var attack_node
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export (NodePath) var fall_node
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onready var idle_state: State = get_node(idle_node)
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onready var attack_state: State = get_node(attack_node)
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onready var fall_state: State = get_node(fall_node)
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var flip_flop = false
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func enter(state_modifiers: Array = []) -> void:
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.enter()
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parent.set_hurtbox(true)
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state_timeout.start()
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if flip_flop:
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flip_flop = false
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move_component.desired_movement_vector.x = 1.0
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else:
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flip_flop = true
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move_component.desired_movement_vector.x = -1.0
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func process_frame(_delta: float) -> State:
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# if parent.player_detection.is_colliding():
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# return attack_state
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if state_timeout.time_left == 0:
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return idle_state
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# if move_component.wants_jump() and parent.is_on_floor():
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# return jump_state
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#
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# move_component.get_movement_direction()
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return null
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func process_physics(delta: float) -> State:
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parent.velocity.y += gravity * delta
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parent.velocity.x = move_component.desired_movement_vector.x * move_speed
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parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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if parent.velocity.x == 0.0:
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return idle_state
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else:
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if parent.velocity.x > 0:
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parent.direction.x = 1
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elif parent.velocity.x < 0:
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parent.direction.x = -1
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parent.transform.x.x = parent.direction.x
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if !parent.is_on_floor():
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return fall_state
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return null
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