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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const GRAVITY = player.GRAVITY
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@onready var speed = player.speed
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@onready var maxSpeed = player.maxSpeed
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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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func on_phyisics_process(delta: float) -> void:
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var direction = GameInputEvents.movement_input()
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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transition_states(direction)
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func enter() -> void:
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animatedSprite2D.play("Run")
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func exit() -> void:
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animatedSprite2D.stop()
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func transition_states(direction) -> void:
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#transition states
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#fall state
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if !player.is_on_floor():
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transition.emit("fall")
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#idle state
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if direction == 0:
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transition.emit("idle")
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#jump state
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if GameInputEvents.jump_input():
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transition.emit("jump")
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#Crouch state
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#TODO make work better
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if GameInputEvents.crouch_input():
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transition.emit("crouchwalk")
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