GodotWIP/src/playerB/states/fall.gd

43 lines
1015 B
GDScript

extends State
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:
parent.velocity.y += gravity * delta
parent.velocity.x = move_component.desired_movement_vector.x * move_speed
parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# if parent.velocity.x != 0.0:
# parent.direction.x = parent.velocity.x
if parent.velocity.x > 0:
parent.direction.x = 1
elif parent.velocity.x < 0:
parent.direction.x = -1
if move_component.flipped_sprite == true:
animations.flip_h = parent.direction.x > 0
else:
animations.flip_h = parent.direction.x < 0
if parent.is_on_floor():
if parent.velocity.x == 0:
return move_state
return idle_state
return null