123 lines
3.2 KiB
GDScript
123 lines
3.2 KiB
GDScript
extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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@export var wallCheck: ShapeCast2D
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@export var floorCheck: RayCast2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var fallState: NodeState
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const jumpGravity = player.GRAVITY
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@onready var jumpHight = player.jumpHight
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@onready var maxJumpCount = player.maxJumpCount
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@onready var speed = player.speed
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@onready var maxSpeed = player.maxAirSpeed
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@onready var friction = player.airFriction
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@onready var wallPushBack = player.wallPushBack
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var currentJumpCount: int = 0
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var wallJumpCoyoteTime: float = 0.3
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var canWallJump: bool = false
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@warning_ignore("unused_parameter")
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func _physics_process(delta: float) -> void:
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await player.move
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if player.is_on_floor():
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currentJumpCount = 0
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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: float = GameInputEvents.movement_input()
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player.velocity.y += jumpGravity * delta
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if player.is_on_floor():
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currentJumpCount = 0
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player.velocity.y = jumpHight
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fallState.coyoteJump = false
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currentJumpCount += 1
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if fallState.coyoteJump and currentJumpCount < maxJumpCount:
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player.velocity.y = jumpHight
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fallState.coyoteJump = false
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currentJumpCount += 1
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#multi jumps
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multiJump()
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#movment shit under here
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x = move_toward(player.velocity.x, clamp(player.velocity.x, -maxSpeed, maxSpeed), friction * delta)
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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if direction == 0:
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player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
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await player.move
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transition_states()
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func enter() -> void:
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ledgeGrabBox.disabled = false
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animatedSprite2D.play("Jump")
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if not fallState.coyoteJump and not player.is_on_wall():
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currentJumpCount += 1
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multiJump()
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func exit() -> void:
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ledgeGrabBox.disabled = true
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fallState.coyoteJump = false
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animatedSprite2D.stop()
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func transition_states() -> void:
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#transition states
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#idle state
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if player.is_on_floor():
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transition.emit("idle")
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#fall state
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if player.velocity.y > 0:
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transition.emit("fall")
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if wallCheck.is_colliding() and not floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
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transition.emit("Grab")
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if GameInputEvents.dash_input() and player.canDash:
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transition.emit("dash")
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func multiJump():
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if !player.is_on_floor() and currentJumpCount < maxJumpCount and Input.is_action_just_pressed("move_jump") and not player.is_on_wall() and not fallState.coyoteJump:
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player.velocity.y = jumpHight
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currentJumpCount += 1
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if player.is_on_wall():
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canWallJump = true
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wallJumpCoyote()
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if Input.is_action_just_pressed("move_jump") and canWallJump:
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var boost = 150
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player.velocity.y = jumpHight
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var wallDirection = player.get_wall_normal().x
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var direction: float = GameInputEvents.movement_input()
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if direction == wallDirection:
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player.velocity.x =+ (wallPushBack + boost) * wallDirection
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else:
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player.velocity.x =+ wallPushBack * wallDirection
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currentJumpCount = 0
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func wallJumpCoyote():
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await get_tree().create_timer(wallJumpCoyoteTime).timeout
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canWallJump = false
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