Fixed player double jumps not working. and added a dash
This commit is contained in:
@@ -11,13 +11,13 @@ signal move
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#State Vars
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#State Vars
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const GRAVITY: int = 700
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const GRAVITY: int = 700
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@export var speed: float = 1000
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@export var speed: float = 1300
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@export var maxSpeed: float = 175
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@export var maxSpeed: float = 300
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@export var friction: int = 1000
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@export var friction: int = 1200
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@export var airFriction: int = 250
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@export var airFriction: int = 250
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@export var jumpHight: float = -275
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@export var jumpHight: float = -275
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@export var maxJumpCount: int = 1
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@export var maxJumpCount: int = 2
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@export var ammo: int = 3
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var canDash: bool = true
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var deathEffect: PackedScene = preload("uid://dm4oirxl6bpnn")
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var deathEffect: PackedScene = preload("uid://dm4oirxl6bpnn")
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var camreaCenterPosition: Vector2
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var camreaCenterPosition: Vector2
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@@ -36,9 +36,12 @@ func _physics_process(delta: float) -> void:
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#emits move purly for jump state cause that is dependent on exact move and slide in the code
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#emits move purly for jump state cause that is dependent on exact move and slide in the code
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move.emit()
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move.emit()
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if is_on_floor():
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canDash = true
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#kills the player when they get too low
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#kills the player when they get too low
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if global_position.y > 200:
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#if global_position.y > 200:
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player_death()
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#player_death()
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#sets the players pos to the spawn pos so the player statrs on the correct door to the level
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#sets the players pos to the spawn pos so the player statrs on the correct door to the level
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func on_spawn(spawnPosition: Vector2):
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func on_spawn(spawnPosition: Vector2):
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+13
-11
@@ -1,6 +1,6 @@
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[gd_scene load_steps=126 format=3 uid="uid://ca7jd0ttc0v67"]
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[gd_scene load_steps=127 format=3 uid="uid://ca7jd0ttc0v67"]
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[ext_resource type="Script" uid="uid://0oxneml3esdx" path="res://entities/player/player.gd" id="1_8soms"]
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[ext_resource type="Script" uid="uid://0oxneml3esdx" path="res://Entities/Player/player.gd" id="1_8soms"]
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[ext_resource type="Shader" uid="uid://cqjsw6d71kkd2" path="res://Entities/Player/player_hit_flash_shader.tres" id="2_3ep63"]
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[ext_resource type="Shader" uid="uid://cqjsw6d71kkd2" path="res://Entities/Player/player_hit_flash_shader.tres" id="2_3ep63"]
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[ext_resource type="Texture2D" uid="uid://dravykrek6bsu" path="res://Entities/Player/player_art/the_dude/climbing/player wall slide 48x48.png" id="3_epc1c"]
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[ext_resource type="Texture2D" uid="uid://dravykrek6bsu" path="res://Entities/Player/player_art/the_dude/climbing/player wall slide 48x48.png" id="3_epc1c"]
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[ext_resource type="Texture2D" uid="uid://blgt31uqia0oh" path="res://Entities/Player/player_art/the_dude/movement/Player Idle 48x48.png" id="3_gh012"]
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[ext_resource type="Texture2D" uid="uid://blgt31uqia0oh" path="res://Entities/Player/player_art/the_dude/movement/Player Idle 48x48.png" id="3_gh012"]
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@@ -22,6 +22,7 @@
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[ext_resource type="Script" uid="uid://d3t3fweggs161" path="res://Entities/Player/player_state_scripts/ground_movement/grab_state.gd" id="23_kjljb"]
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[ext_resource type="Script" uid="uid://d3t3fweggs161" path="res://Entities/Player/player_state_scripts/ground_movement/grab_state.gd" id="23_kjljb"]
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[ext_resource type="Script" uid="uid://iu5jv2o1im70" path="res://Entities/Player/player_state_scripts/air_movement/land_state.gd" id="24_bp242"]
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[ext_resource type="Script" uid="uid://iu5jv2o1im70" path="res://Entities/Player/player_state_scripts/air_movement/land_state.gd" id="24_bp242"]
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[ext_resource type="Script" uid="uid://cmtajhnx8xaqt" path="res://Entities/Player/player_state_scripts/ground_movement/crouch_idle.gd" id="24_brh81"]
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[ext_resource type="Script" uid="uid://cmtajhnx8xaqt" path="res://Entities/Player/player_state_scripts/ground_movement/crouch_idle.gd" id="24_brh81"]
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[ext_resource type="Script" uid="uid://bhyu62hovn1x3" path="res://Entities/Player/player_state_scripts/air_movement/dash.gd" id="25_01ng6"]
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[ext_resource type="Script" uid="uid://cywssm5t3d5uv" path="res://Entities/Player/player_state_scripts/ground_movement/slide_state.gd" id="26_bp242"]
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[ext_resource type="Script" uid="uid://cywssm5t3d5uv" path="res://Entities/Player/player_state_scripts/ground_movement/slide_state.gd" id="26_bp242"]
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[ext_resource type="Script" uid="uid://c2lag80wot5k" path="res://Entities/Player/player_state_scripts/ground_movement/crouch_walk_state.gd" id="28_y6drd"]
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[ext_resource type="Script" uid="uid://c2lag80wot5k" path="res://Entities/Player/player_state_scripts/ground_movement/crouch_walk_state.gd" id="28_y6drd"]
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@@ -1007,13 +1008,6 @@ _data = {
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[node name="Player" type="CharacterBody2D" groups=["Player"]]
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[node name="Player" type="CharacterBody2D" groups=["Player"]]
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collision_layer = 2
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collision_layer = 2
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script = ExtResource("1_8soms")
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script = ExtResource("1_8soms")
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speed = null
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maxSpeed = null
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friction = null
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airFriction = null
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jumpHight = null
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maxJumpCount = null
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ammo = null
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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material = SubResource("ShaderMaterial_rqcxa")
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material = SubResource("ShaderMaterial_rqcxa")
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@@ -1090,21 +1084,24 @@ script = ExtResource("15_rqcxa")
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player = NodePath("../..")
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player = NodePath("../..")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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[node name="Jump" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D", "wallCheck", "floorCheck", "ledgeGrabBox")]
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[node name="Jump" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D", "wallCheck", "floorCheck", "ledgeGrabBox", "fallState")]
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script = ExtResource("14_kjljb")
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script = ExtResource("14_kjljb")
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player = NodePath("../..")
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player = NodePath("../..")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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wallCheck = NodePath("../../HitBoxes/WallCheck")
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wallCheck = NodePath("../../HitBoxes/WallCheck")
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floorCheck = NodePath("../../HitBoxes/FloorCheck")
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floorCheck = NodePath("../../HitBoxes/FloorCheck")
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ledgeGrabBox = NodePath("../../LedgeGrab")
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ledgeGrabBox = NodePath("../../LedgeGrab")
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fallState = NodePath("../Fall")
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[node name="Fall" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D", "wallCheck", "floorCheck", "ledgeGrabBox")]
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[node name="Fall" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D", "wallCheck", "floorCheck", "ledgeGrabBox", "jumpState")]
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script = ExtResource("14_3ep63")
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script = ExtResource("14_3ep63")
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player = NodePath("../..")
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player = NodePath("../..")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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wallCheck = NodePath("../../HitBoxes/WallCheck")
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wallCheck = NodePath("../../HitBoxes/WallCheck")
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floorCheck = NodePath("../../HitBoxes/FloorCheck")
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floorCheck = NodePath("../../HitBoxes/FloorCheck")
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ledgeGrabBox = NodePath("../../LedgeGrab")
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ledgeGrabBox = NodePath("../../LedgeGrab")
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jumpState = NodePath("../Jump")
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coyoteTime = 0.3
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[node name="Land" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D")]
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[node name="Land" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D")]
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script = ExtResource("24_bp242")
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script = ExtResource("24_bp242")
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@@ -1137,6 +1134,11 @@ player = NodePath("../..")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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collisionShapeMove = NodePath("../../HitBoxes/CollisionShapeMove")
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collisionShapeMove = NodePath("../../HitBoxes/CollisionShapeMove")
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[node name="Dash" type="Node" parent="StateMachine" node_paths=PackedStringArray("player", "animatedSprite2D")]
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script = ExtResource("25_01ng6")
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player = NodePath("../..")
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animatedSprite2D = NodePath("../../AnimatedSprite2D")
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[node name="HitAnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="HitAnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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libraries = {
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&"": SubResource("AnimationLibrary_usp30")
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&"": SubResource("AnimationLibrary_usp30")
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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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@@ -0,0 +1 @@
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uid://bhyu62hovn1x3
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@@ -5,6 +5,7 @@ extends NodeState
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@export var wallCheck: ShapeCast2D
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@export var wallCheck: ShapeCast2D
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@export var floorCheck: RayCast2D
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@export var floorCheck: RayCast2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var jumpState: NodeState
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@export_category("Fall State")
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@export_category("Fall State")
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@@ -16,15 +17,12 @@ const GRAVITY = player.GRAVITY
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@onready var maxSpeed = player.maxSpeed
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@onready var maxSpeed = player.maxSpeed
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@onready var friction = player.airFriction
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@onready var friction = player.airFriction
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var fallTimeAmount: int = 10
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var fallTime: float
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@warning_ignore("unused_parameter")
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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func on_process(delta: float) -> void:
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pass
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pass
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func on_phyisics_process(delta: float) -> void:
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func on_phyisics_process(delta: float) -> void:
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fallTime += fallTimeAmount * delta
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#print(fallTime)
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#print(fallTime)
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if !player.is_on_floor():
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if !player.is_on_floor():
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get_coyte_time()
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get_coyte_time()
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@@ -52,7 +50,6 @@ func get_coyte_time() -> void:
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func enter() -> void:
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func enter() -> void:
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animatedSprite2D.play("Fall")
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animatedSprite2D.play("Fall")
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fallTime = 0
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ledgeGrabBox.disabled = false
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ledgeGrabBox.disabled = false
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if player.is_on_floor():
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if player.is_on_floor():
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ledgeGrabBox.disabled = true
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ledgeGrabBox.disabled = true
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@@ -60,29 +57,24 @@ func enter() -> void:
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coyoteJump = true
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coyoteJump = true
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func exit() -> void:
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func exit() -> void:
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fallTime = 0
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ledgeGrabBox.disabled = true
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ledgeGrabBox.disabled = true
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animatedSprite2D.stop()
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animatedSprite2D.stop()
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func transition_states() -> void:
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func transition_states() -> void:
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#transitioning state
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#transitioning state
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#idle state
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if player.is_on_floor():
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if player.is_on_floor() and fallTime > 5:
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transition.emit("Land")
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elif player.is_on_floor() and fallTime <= 5:
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transition.emit("idle")
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transition.emit("idle")
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#jump state
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#jump state
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if GameInputEvents.jump_input():
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if GameInputEvents.jump_input():
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transition.emit("jump")
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transition.emit("jump")
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#jump state
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if GameInputEvents.jump_input() and coyoteJump:
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transition.emit("jump")
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if wallCheck.is_colliding() and !floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
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if wallCheck.is_colliding() and !floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
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transition.emit("Grab")
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transition.emit("Grab")
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if GameInputEvents.dash_input() and player.canDash:
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transition.emit("dash")
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@@ -5,6 +5,7 @@ extends NodeState
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@export var wallCheck: ShapeCast2D
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@export var wallCheck: ShapeCast2D
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@export var floorCheck: RayCast2D
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@export var floorCheck: RayCast2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var fallState: NodeState
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const jumpGravity = player.GRAVITY
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const jumpGravity = player.GRAVITY
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@@ -14,13 +15,12 @@ const jumpGravity = player.GRAVITY
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@onready var maxSpeed = player.maxSpeed
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@onready var maxSpeed = player.maxSpeed
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@onready var friction = player.friction
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@onready var friction = player.friction
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var currentJumpCount: int
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var currentJumpCount: int = 0
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var coyoteJump: bool
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@warning_ignore("unused_parameter")
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@warning_ignore("unused_parameter")
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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await player.move
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await player.move
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if player.is_on_floor() or (player.is_on_wall() and GameInputEvents.wall_cling_input()):
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if player.is_on_floor():
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currentJumpCount = 0
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currentJumpCount = 0
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@warning_ignore("unused_parameter")
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@warning_ignore("unused_parameter")
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@@ -32,19 +32,18 @@ func on_phyisics_process(delta: float) -> void:
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if player.is_on_floor():
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if player.is_on_floor():
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currentJumpCount = 0
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currentJumpCount = 0
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player.velocity.y = jumpHight
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player.velocity.y = jumpHight
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coyoteJump = false
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fallState.coyoteJump = false
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currentJumpCount += 1
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currentJumpCount += 1
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if coyoteJump and currentJumpCount != maxJumpCount:
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if fallState.coyoteJump and currentJumpCount <= maxJumpCount:
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player.velocity.y = jumpHight
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player.velocity.y = jumpHight
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coyoteJump = false
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fallState.coyoteJump = false
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currentJumpCount += 1
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currentJumpCount += 1
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#multi jumps
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#multi jumps
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if !player.is_on_floor() and GameInputEvents.jump_input() and currentJumpCount != maxJumpCount:
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multiJump()
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player.velocity.y = jumpHight
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currentJumpCount += 1
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#movment shit under here
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var direction: float = GameInputEvents.movement_input()
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var direction: float = GameInputEvents.movement_input()
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if direction:
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if direction:
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@@ -64,11 +63,13 @@ func on_phyisics_process(delta: float) -> void:
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func enter() -> void:
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func enter() -> void:
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ledgeGrabBox.disabled = false
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ledgeGrabBox.disabled = false
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animatedSprite2D.play("Jump")
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animatedSprite2D.play("Jump")
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coyoteJump = true
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if not fallState.coyoteJump:
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currentJumpCount += 1
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multiJump()
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func exit() -> void:
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func exit() -> void:
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ledgeGrabBox.disabled = true
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ledgeGrabBox.disabled = true
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coyoteJump = false
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fallState.coyoteJump = false
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animatedSprite2D.stop()
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animatedSprite2D.stop()
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func transition_states() -> void:
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func transition_states() -> void:
|
||||||
@@ -84,3 +85,12 @@ func transition_states() -> void:
|
|||||||
|
|
||||||
if wallCheck.is_colliding() and not floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
|
if wallCheck.is_colliding() and not floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
|
||||||
transition.emit("Grab")
|
transition.emit("Grab")
|
||||||
|
|
||||||
|
if GameInputEvents.dash_input() and player.canDash:
|
||||||
|
transition.emit("dash")
|
||||||
|
|
||||||
|
|
||||||
|
func multiJump():
|
||||||
|
if !player.is_on_floor() and currentJumpCount <= maxJumpCount and Input.is_action_just_pressed("move_jump"):
|
||||||
|
player.velocity.y = jumpHight
|
||||||
|
currentJumpCount += 1
|
||||||
|
|||||||
@@ -1,57 +0,0 @@
|
|||||||
extends NodeState
|
|
||||||
|
|
||||||
@export var player: Player
|
|
||||||
@export var animatedSprite2D: AnimatedSprite2D
|
|
||||||
@export var weapons: Weapons
|
|
||||||
|
|
||||||
|
|
||||||
@export_category("Shoot State")
|
|
||||||
@export var stateMachine: NodeStateMachine
|
|
||||||
|
|
||||||
const GRAVITY = player.GRAVITY
|
|
||||||
@onready var friction = player.friction
|
|
||||||
@onready var airFriction = player.airFriction
|
|
||||||
var canAttack: bool = false
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
animatedSprite2D.animation_looped.connect(on_loop)
|
|
||||||
weapons.on_weapon_change.connect(on_weapon_change)
|
|
||||||
|
|
||||||
@warning_ignore("unused_parameter")
|
|
||||||
func on_process(delta: float) -> void:
|
|
||||||
pass
|
|
||||||
|
|
||||||
@warning_ignore("unused_parameter")
|
|
||||||
func on_phyisics_process(delta: float) -> void:
|
|
||||||
if player.is_on_floor():
|
|
||||||
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
|
|
||||||
elif !player.is_on_floor():
|
|
||||||
player.velocity.y += GRAVITY * delta
|
|
||||||
player.velocity.x = move_toward(player.velocity.x, 0, airFriction * delta)
|
|
||||||
|
|
||||||
if animatedSprite2D.frame == weapons.get_weapon_attack_frame() and canAttack:
|
|
||||||
weapons.attack()
|
|
||||||
canAttack = false
|
|
||||||
|
|
||||||
func enter() -> void:
|
|
||||||
canAttack = true
|
|
||||||
weapons.on_start_attack()
|
|
||||||
play_correct_animation()
|
|
||||||
|
|
||||||
func exit() -> void:
|
|
||||||
animatedSprite2D.stop()
|
|
||||||
weapons.on_attack_end()
|
|
||||||
|
|
||||||
func on_loop() -> void:
|
|
||||||
canAttack = true
|
|
||||||
if GameInputEvents.is_first_attack_held() or GameInputEvents.is_second_attack_held():
|
|
||||||
pass
|
|
||||||
elif stateMachine.currentNodeState == self:
|
|
||||||
transition.emit("idle")
|
|
||||||
|
|
||||||
func play_correct_animation() -> void:
|
|
||||||
animatedSprite2D.play(weapons.get_weapon_attack_aninmation_type(), weapons.get_weapon_speed())
|
|
||||||
|
|
||||||
func on_weapon_change() -> void:
|
|
||||||
canAttack = true
|
|
||||||
play_correct_animation()
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://b2p1m7vqxyjj7
|
|
||||||
@@ -18,6 +18,6 @@ static func fall_input() -> bool:
|
|||||||
var fallInput: bool = Input.is_action_just_pressed("force_fall")
|
var fallInput: bool = Input.is_action_just_pressed("force_fall")
|
||||||
return fallInput
|
return fallInput
|
||||||
|
|
||||||
static func wall_cling_input() -> bool:
|
static func dash_input() -> bool:
|
||||||
var wallClingInput: bool = Input.is_action_just_pressed("wall_cling")
|
var dashInput: bool = Input.is_action_just_pressed("dash")
|
||||||
return wallClingInput
|
return dashInput
|
||||||
|
|||||||
@@ -17,6 +17,7 @@ func on_phyisics_process(delta: float) -> void:
|
|||||||
if direction:
|
if direction:
|
||||||
player.velocity.x += direction * speed * delta
|
player.velocity.x += direction * speed * delta
|
||||||
player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
|
player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
|
||||||
|
#player.velocity.x = move_toward(player.velocity.x, maxSpeed, 100 * delta)
|
||||||
|
|
||||||
if direction != 0:
|
if direction != 0:
|
||||||
animatedSprite2D.flip_h = false if direction > 0 else true
|
animatedSprite2D.flip_h = false if direction > 0 else true
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
+21
-2
@@ -11,7 +11,8 @@ config_version=5
|
|||||||
[application]
|
[application]
|
||||||
|
|
||||||
config/name="TSA"
|
config/name="TSA"
|
||||||
config/features=PackedStringArray("4.5", "C#", "Forward Plus")
|
run/main_scene="uid://dtkg88hfvln2d"
|
||||||
|
config/features=PackedStringArray("4.5", "Forward Plus")
|
||||||
config/icon="res://icon.svg"
|
config/icon="res://icon.svg"
|
||||||
|
|
||||||
[autoload]
|
[autoload]
|
||||||
@@ -24,11 +25,21 @@ window/size/viewport_width=640
|
|||||||
window/size/viewport_height=360
|
window/size/viewport_height=360
|
||||||
window/size/window_width_override=1280
|
window/size/window_width_override=1280
|
||||||
window/size/window_height_override=720
|
window/size/window_height_override=720
|
||||||
|
window/stretch/mode="viewport"
|
||||||
|
|
||||||
[dotnet]
|
[dotnet]
|
||||||
|
|
||||||
project/assembly_name="TSA"
|
project/assembly_name="TSA"
|
||||||
|
|
||||||
|
[file_customization]
|
||||||
|
|
||||||
|
folder_colors={
|
||||||
|
"res://Entities/": "orange",
|
||||||
|
"res://Envoroment/": "yellow",
|
||||||
|
"res://auto_loads/": "red",
|
||||||
|
"res://utilities/": "green"
|
||||||
|
}
|
||||||
|
|
||||||
[input]
|
[input]
|
||||||
|
|
||||||
move_left={
|
move_left={
|
||||||
@@ -56,8 +67,16 @@ force_fall={
|
|||||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
wall_cling={
|
dash={
|
||||||
"deadzone": 0.2,
|
"deadzone": 0.2,
|
||||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":74,"key_label":0,"unicode":106,"location":0,"echo":false,"script":null)
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":74,"key_label":0,"unicode":106,"location":0,"echo":false,"script":null)
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[physics]
|
||||||
|
|
||||||
|
common/physics_interpolation=true
|
||||||
|
|
||||||
|
[rendering]
|
||||||
|
|
||||||
|
textures/canvas_textures/default_texture_filter=0
|
||||||
|
|||||||
Reference in New Issue
Block a user