GodotWIP/src/enemyB/states/hurt.gd

35 lines
902 B
GDScript

extends State
export (NodePath) var idle_node
onready var idle_state: State = get_node(idle_node)
func enter(state_modifiers: Array = []) -> void:
.enter()
parent.velocity.x = 0
parent.set_hurtbox(false)
state_timeout = Timer.new()
state_timeout.wait_time = 1.0
state_timeout.one_shot = true
state_timeout.autostart = true
add_child(state_timeout)
func process_frame(delta: float) -> State:
# move_component.wants_jump()
move_component.get_movement_direction()
if state_timeout.time_left == 0:
return idle_state
return null
func process_physics(delta: float) -> State:
parent.velocity.y += gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
if (parent.direction.x > 0):
parent.velocity.x = 1 * move_speed
else:
parent.velocity.x = -1 * move_speed
parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
return null