GodotWIP/enemy_move_component.gd

47 lines
1.3 KiB
GDScript

extends Node
export var flipped_sprite: bool = true
onready var idle_timeout = $IdleTimeout
var desired_movement_vector: Vector2
var flip_flop = false
var wandering = false
var current_state_name: String = ""
# Return the desired direction of movement for the character
# in the range [-1, 1], where positive values indicate a desire
# to move to the right and negative values to the left.
func get_movement_direction() -> float:
#return Input.get_axis('move_left', 'move_right')
if current_state_name == "idle" and idle_timeout.time_left == 0:
if flip_flop:
flip_flop = false
desired_movement_vector.x = 1.0
idle_timeout.start()
else:
flip_flop = true
desired_movement_vector.x = -1.0
idle_timeout.start()
if current_state_name == "move" and idle_timeout.time_left == 0:
idle_timeout.start()
desired_movement_vector.x = 0.0
return 0.0
# Return a boolean indicating if the character wants to jump
func wants_jump() -> bool:
return false
# if Input.is_action_just_pressed("jump_" + str(player_number)):
# desired_movement_vector.y = 1
# return true
# else:
# return false
# Return a boolean indicating if the character wants to jump
func wants_shoot() -> bool:
# if Input.is_action_just_pressed("shoot_" + str(player_number)):
# return true
# else:
# return false
return false