62 lines
1.6 KiB
GDScript
62 lines
1.6 KiB
GDScript
extends State
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export (NodePath) var jump_node
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export (NodePath) var fall_node
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export (NodePath) var idle_node
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export (NodePath) var dash_node
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onready var jump_state: State = get_node(jump_node)
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onready var fall_state: State = get_node(fall_node)
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onready var idle_state: State = get_node(idle_node)
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onready var dash_state: State = get_node(dash_node)
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func process_input(_event: InputEvent) -> State:
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if move_component.wants_jump() and parent.is_on_floor():
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return jump_state
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move_component.get_movement_direction()
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return null
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func process_physics(delta: float) -> State:
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# if move_component.wants_jump() and parent.is_on_floor():
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# return jump_state
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parent.velocity.y += gravity * delta
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# var movement = move_component.get_movement_direction() * move_speed
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#
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# # only detecting input not actual movement
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# if movement == 0:
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# return idle_state
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# parent.velocity.x = movement
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# parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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parent.velocity.x = move_component.desired_movement_vector.x * move_speed
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parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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if parent.velocity.x == 0.0:
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return idle_state
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else:
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if parent.velocity.x > 0:
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parent.direction.x = 1
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elif parent.velocity.x < 0:
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parent.direction.x = -1
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if move_component.flipped_sprite == true:
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animations.flip_h = parent.direction.x > 0
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else:
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animations.flip_h = parent.direction.x < 0
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# Another approach of changing state based on actual achieved velocity
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# if parent.velocity.x == 0:
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# return idle_state
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if !parent.is_on_floor():
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return fall_state
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return null
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