change movement to 4 directional
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a939ea4837
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3 changed files with 33 additions and 9 deletions
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@ -8,8 +8,31 @@ const DEADZONE = 0.1
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var state_machine: StateMachine = $StateMachine
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var h_press_tick: int = 0 ## last time horizontal axis was pressed
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var v_press_tick: int = 0 ## last time vertical axis was pressed
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
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h_press_tick = Time.get_ticks_msec()
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if event.is_action_pressed("move_up") or event.is_action_pressed("move_down"):
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v_press_tick = Time.get_ticks_msec()
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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 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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var x_strength: float = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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var y_strength: float = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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if abs(x_strength) < DEADZONE and abs(y_strength) < DEADZONE:
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return Vector2.ZERO
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if abs(x_strength) < DEADZONE:
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return Vector2(0, signf(y_strength))
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if abs(y_strength) < DEADZONE:
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return Vector2(signf(x_strength), 0)
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# use most recent axis press
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if h_press_tick > v_press_tick:
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return Vector2(signf(x_strength), 0)
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else:
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return Vector2(0, signf(y_strength))
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@ -6,11 +6,10 @@ var next_state: StringName
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func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
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print('entering idle')
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player.velocity = Vector2.ZERO
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player.move_and_slide()
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# TODO: animations
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player.sprite.play("idle")
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print('entered')
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@ -10,13 +10,15 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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func _state_physics_update(_delta: float) -> void:
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var movement_vector: Vector2 = player.get_movement_vector()
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var direction: Vector2 = movement_vector.normalized()
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var direction: Vector2 = player.get_movement_vector()
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direction = direction.normalized()
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player.velocity = direction * player.max_speed
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player.move_and_slide()
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if watch_state([WALKING]): return
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# TODO: animations
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#player.sprite.play(player.anim_dir)
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if direction.y > 0:
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player.sprite.play("walk_down")
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if direction.y < 0:
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player.sprite.play("walk_up")
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