Added player and a basic test level

This commit is contained in:
2026-02-06 16:00:03 -05:00
parent 1b0f1c9080
commit 83a4a8f374
104 changed files with 6897 additions and 0 deletions

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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()

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uid://b2p1m7vqxyjj7