Added player and a basic test level
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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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@export var collisionShapeMove: AnimationPlayer
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@onready var friction = player.friction
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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.x = move_toward(player.velocity.x, 0, friction * delta)
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transition_states()
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func enter() -> void:
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collisionShapeMove.play("Crouch")
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animatedSprite2D.play("Crouch")
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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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#transition states
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#run state
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var direction = GameInputEvents.movement_input()
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if !player.is_on_floor():
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collisionShapeMove.play("Normal")
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transition.emit("fall")
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if direction and player.is_on_floor():
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transition.emit("crouchwalk")
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#jump state
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if GameInputEvents.jump_input():
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collisionShapeMove.play("Normal")
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transition.emit("jump")
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#idle state
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if not Input.is_action_pressed("crouch"):
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collisionShapeMove.play("Normal")
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transition.emit("idle")
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