Files
2026-video-game-project/Entities/Player/player_state_scripts/air_movement/fall_state.gd

81 lines
1.9 KiB
GDScript

extends NodeState
@export var player: Player
@export var animatedSprite2D: AnimatedSprite2D
@export var wallCheck: ShapeCast2D
@export var floorCheck: RayCast2D
@export var ledgeGrabBox: CollisionShape2D
@export var jumpState: NodeState
@export_category("Fall State")
@export var coyoteTime: float = .4
var coyoteJump: bool
const GRAVITY = player.GRAVITY
@onready var speed = player.speed
@onready var maxSpeed = player.maxAirSpeed
@onready var friction = player.airFriction
@warning_ignore("unused_parameter")
func on_process(delta: float) -> void:
pass
func on_phyisics_process(delta: float) -> void:
#print(fallTime)
if !player.is_on_floor():
get_coyte_time()
player.velocity.y += GRAVITY * delta
#player.velocity.x = move_toward(player.velocity.x, 0, friction)
var direction: float = GameInputEvents.movement_input()
if direction:
player.velocity.x += direction * speed * delta
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
if direction == 0:
player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
transition_states()
func get_coyte_time() -> void:
await get_tree().create_timer(coyoteTime).timeout
coyoteJump = false
func enter() -> void:
animatedSprite2D.play("Fall")
ledgeGrabBox.disabled = false
if player.is_on_floor():
ledgeGrabBox.disabled = true
return
coyoteJump = true
func exit() -> void:
ledgeGrabBox.disabled = true
animatedSprite2D.stop()
func transition_states() -> void:
#transitioning state
if player.is_on_floor():
transition.emit("idle")
#jump state
if GameInputEvents.jump_input():
transition.emit("jump")
if wallCheck.is_colliding() and !floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
transition.emit("Grab")
if GameInputEvents.dash_input() and player.canDash:
transition.emit("dash")