GodotWIP/src/Actors/Platform/PlatformVMove/states2/move.gd

32 lines
709 B
GDScript

extends StateAnimatedActor
export (NodePath) var idle_node
onready var idle_state: State = get_node(idle_node)
var flip_flop:bool = true
func enter() -> void:
.enter()
# parent.set_hurtbox(true)
if debug_state:
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
state_timeout.start()
func process_physics(delta: float) -> State:
if state_timeout.time_left == 0:
if flip_flop:
move_component.velocity.y = move_speed
flip_flop = false
return idle_state
else:
move_component.velocity.y = move_speed * - 1
flip_flop = true
return idle_state
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
return null