diff --git a/scenes/player/states/hitting.gd b/scenes/player/states/hitting.gd index eaf7763..71c1436 100644 --- a/scenes/player/states/hitting.gd +++ b/scenes/player/states/hitting.gd @@ -74,10 +74,10 @@ func _on_hit_end() -> void: return elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'): print("transitioning to hitting left") - finished.emit(HITTING, {hit_dir = "left"}) + finished.emit(HITTING, {"hit_dir": "left"}) return elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'): print("transitioning to hitting right") - finished.emit(HITTING, {hit_dir = "right"}) + finished.emit(HITTING, {"hit_dir": "right"}) return printerr("hit cooldown did not return") diff --git a/scenes/player/states/idle.gd b/scenes/player/states/idle.gd index 229a9c9..58d59bf 100644 --- a/scenes/player/states/idle.gd +++ b/scenes/player/states/idle.gd @@ -22,8 +22,8 @@ func _state_physics_update(_delta: float) -> void: finished.emit(RUNNING) return elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'): - finished.emit(HITTING, {hit_dir = "left"}) + finished.emit(HITTING, {"hit_dir": "left"}) return elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'): - finished.emit(HITTING, {hit_dir = "right"}) + finished.emit(HITTING, {"hit_dir": "right"}) return diff --git a/scenes/player/states/running.gd b/scenes/player/states/running.gd index 7fb17cb..279da48 100644 --- a/scenes/player/states/running.gd +++ b/scenes/player/states/running.gd @@ -17,10 +17,10 @@ func _state_physics_update(_delta: float) -> void: finished.emit(IDLE) return elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_left'): - finished.emit(HITTING, {hit_dir = "left"}) + finished.emit(HITTING, {"hit_dir": "left"}) return elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_right'): - finished.emit(HITTING, {hit_dir = "right"}) + finished.emit(HITTING, {"hit_dir": "right"}) return if abs(player.velocity.x) > abs(player.velocity.y):