GodotWIP/state_machine.gd

42 lines
1.2 KiB
GDScript

extends Node
export (NodePath) var starting_state
var current_state: State
# Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state.
func init(parent: KinematicBody2D, animations: AnimatedSprite, move_component) -> void:
for child in get_children():
child.parent = parent
child.animations = animations
child.move_component = move_component
# Initialize to the default state
change_state(get_node(starting_state))
# Change to the new state by first calling any exit logic on the current state.
func change_state(new_state: State) -> void:
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()
# Pass through functions for the Player to call,
# handling state changes as needed.
func process_physics(delta: float) -> void:
var new_state = current_state.process_physics(delta)
if new_state:
change_state(new_state)
func process_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event)
if new_state:
change_state(new_state)
func process_frame(delta: float) -> void:
var new_state = current_state.process_frame(delta)
if new_state:
change_state(new_state)