Player throw back the ball from walk or idle state
This commit is contained in:
parent
1aff1c2e38
commit
332c0fb0e1
16 changed files with 165 additions and 25 deletions
|
@ -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
|
||||
|
|
20
scripts/player/states/player_throw_state.gd
Normal file
20
scripts/player/states/player_throw_state.gd
Normal 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
|
|
@ -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():
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue