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1.2 KiB
GDScript

extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
const GRAVITY = player.GRAVITY
@onready var speed = player.speed
@onready var maxSpeed = player.maxSpeed
@onready var friction = player.friction
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
func on_phyisics_process(delta: float) -> void:
var direction = GameInputEvents.movement_input()
if direction:
player.velocity.x += direction * speed * delta
#player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
player.velocity.x = move_toward(player.velocity.x, clamp(player.velocity.x, -maxSpeed, maxSpeed), friction * delta)
if direction != 0:
animatedSprite2D.flip_h = false if direction > 0 else true
transition_states(direction)
func enter() -> void:
animatedSprite2D.play("Run")
func exit() -> void:
animatedSprite2D.stop()
func transition_states(direction) -> void:
#transition states
#fall state
if !player.is_on_floor():
transition.emit("fall")
#idle state
if direction == 0:
transition.emit("idle")
#jump state
if GameInputEvents.jump_input():
transition.emit("jump")
#Crouch state
#TODO make work better
if GameInputEvents.crouch_input():
transition.emit("crouchwalk")