Fixed player double jumps not working. and added a dash
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@@ -0,0 +1,50 @@
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extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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const jumpGravity = player.GRAVITY
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var dashSpeed: float = 500
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var dashTime: float = .3
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var dashDone: bool = false
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var canDash: bool = true
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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pass
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@warning_ignore("unused_parameter")
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func on_phyisics_process(delta: float) -> void:
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player.velocity.y += jumpGravity * delta
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var direction = -1 if animatedSprite2D.flip_h else 1
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if direction:
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player.velocity.x =+ dashSpeed * direction
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transition_states()
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func enter() -> void:
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player.canDash = false
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dashDone = false
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animatedSprite2D.play("Fall")
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await get_tree().create_timer(dashTime).timeout
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dashDone = true
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func exit() -> void:
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animatedSprite2D.stop()
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func transition_states() -> void:
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if not dashDone:
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return
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if player.is_on_floor():
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transition.emit("idle")
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if not player.is_on_floor():
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transition.emit("fall")
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