GodotWIP/src/playerC/states/fall.gd

41 lines
1.2 KiB
GDScript

extends StateAnimatedActor
export (NodePath) var idle_node
export (NodePath) var move_node
onready var idle_state: State = get_node(idle_node)
onready var move_state: State = get_node(move_node)
func enter() -> void:
.enter()
animations.frame = 6
func process_input(_event: InputEvent) -> State:
move_component.get_movement_direction()
return null
func process_physics(delta: float) -> State:
move_component.velocity.y += gravity * delta
move_component.velocity.x = move_component.desired_movement_vector.x * move_speed
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
# if parent.velocity.x != 0.0:
# parent.direction.x = parent.velocity.x
if move_component.get_movement_direction() != 0.0:
parent.transform.x.x = move_component.get_movement_direction()
# if move_component.flipped_sprite == false:
# #parent.scale.x = parent.direction.x * -1
# parent.transform.x.x = parent.direction.x * -1 # -1
# else:
# #parent.scale.x = parent.direction.x
# parent.transform.x.x = parent.direction.x # 1
if parent.is_on_floor():
if move_component.velocity.x != 0:
return move_state
return idle_state
return null