GodotWIP/fire.gd

48 lines
1.0 KiB
GDScript

extends State
export (NodePath) var idle_node
onready var idle_state: State = get_node(idle_node)
var can_fire = true
func enter() -> void:
.enter()
parent.set_hurtbox(false)
state_timeout.start()
can_fire = true
func process_input(_event: InputEvent) -> State:
# if move_component.get_movement_direction() != 0.0:
# return move_state
# move_component.wants_jump()
move_component.get_movement_direction()
# if Input.is_action_just_pressed('dash'):
# return dash_state
return null
func process_frame(delta: float) -> State:
if state_timeout.time_left == 0:
return idle_state
return null
func process_physics(delta: float) -> State:
if can_fire: # trying to do this in the physics because irrecular behavior
parent.shoot_projectile()
can_fire = false
parent.velocity.y += gravity * delta
parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# if move_component.flipped_sprite == true:
# animations.flip_h = parent.direction.x > 0
# else:
# animations.flip_h = parent.direction.x < 0
return null