Player throw back the ball from walk or idle state

This commit is contained in:
Mathilde Grapin 2023-06-18 20:30:25 +02:00
parent 1aff1c2e38
commit 332c0fb0e1
16 changed files with 165 additions and 25 deletions

View file

@ -1,6 +1,8 @@
class_name Player
extends CharacterBody2D
signal hit
signal collide_with_ball
@export var speed = 120
var y_spawn_offset = -8
@onready var animation_player = $AnimationPlayer
@ -11,3 +13,9 @@ func _ready():
var spawn_cell: Vector2i = tile_map.get_bottom_spawn_cell()
position = tile_map.map_to_local(spawn_cell)
position.y += y_spawn_offset
func _on_area_2d_body_entered(body: Node2D):
# As players Area2D only collide with balls
# We only enter this function after colliding with a ball
collide_with_ball.emit()

View file

@ -1,13 +1,23 @@
class_name PlayerIdleState
extends PlayerState
var collide_with_ball = false
func enter(_msg := {}):
player.velocity = Vector2.ZERO
player.animation_player.play("idle")
func update(_delta):
if collide_with_ball && Input.is_action_pressed("hit"):
collide_with_ball = false
state_machine.transition_to("Throw")
if get_input_direction() != Vector2.ZERO:
state_machine.transition_to("Walk")
func get_input_direction():
return Input.get_vector("move_left", "move_right", "move_up", "move_down")
func _on_player_collide_with_ball():
collide_with_ball = true

View file

@ -0,0 +1,20 @@
class_name PlayerThrowState
extends PlayerState
var is_animation_finished = false
func enter(_msg := {}):
player.animation_player.speed_scale = 0.8
player.animation_player.play("throw")
player.hit.emit()
func update(_delta: float):
if is_animation_finished:
state_machine.transition_to("Idle")
func exit():
is_animation_finished = false
player.animation_player.speed_scale = 1
func _on_animation_player_animation_finished(_anim_name):
is_animation_finished = true

View file

@ -4,13 +4,15 @@ extends PlayerState
func enter(_msg := {}):
player.animation_player.play("walk")
func physics_update(_delta):
func physics_update(delta):
var direction = get_input_direction()
player.velocity = direction * player.speed
var velocity = direction * player.speed
var collision = player.move_and_collide(velocity * delta)
if collision and Input.is_action_pressed("hit"):
state_machine.transition_to("Throw")
player.move_and_slide() # This method calculate with delta, we don't need to do it.
if player.velocity == Vector2.ZERO:
if velocity == Vector2.ZERO:
state_machine.transition_to("Idle")
func get_input_direction():