add match state helper function to player
This commit is contained in:
parent
66039b70d9
commit
c1de69a1c0
2 changed files with 19 additions and 1 deletions
|
|
@ -12,7 +12,7 @@ func _ready() -> void:
|
|||
assert(player != null, "The PlayerState state type must be used only in the player scene. It needs the owner to be a Player node.")
|
||||
|
||||
|
||||
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
|
||||
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
|
||||
pass
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -1,10 +1,28 @@
|
|||
class_name Player extends CharacterBody2D
|
||||
|
||||
|
||||
const DEADZONE = 0.1
|
||||
|
||||
@export var max_speed: float = 300.0
|
||||
|
||||
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
|
||||
@onready var state_machine: StateMachine = $StateMachine
|
||||
|
||||
|
||||
func get_movement_vector() -> Vector2:
|
||||
var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')
|
||||
var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
|
||||
return Vector2(x_mov, y_mov)
|
||||
|
||||
|
||||
func match_state(exclude: Array[StringName] = []) -> StringName:
|
||||
var movement_vector: Vector2 = get_movement_vector()
|
||||
|
||||
if movement_vector.length() > DEADZONE:
|
||||
if PlayerState.WALKING in exclude: return ""
|
||||
return PlayerState.WALKING
|
||||
elif movement_vector.length() < DEADZONE:
|
||||
if PlayerState.IDLE in exclude: return ""
|
||||
return PlayerState.IDLE
|
||||
|
||||
return ""
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue