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