add movement deadzone constant and prepare player script for hitting state
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1f5b08e39f
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8379f06e24
2 changed files with 3 additions and 34 deletions
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@ -1,13 +1,13 @@
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class_name Player extends CharacterBody2D
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const DEADZONE: float = 0.1
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@export var id: int = 1
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@export var max_speed: float = 90
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var state_machine: StateMachine = $StateMachine
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var is_hitting: bool = false
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var was_moving: bool = false
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var anim_dir: String
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var def_dir: String
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@ -20,34 +20,3 @@ 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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func hit(dir: String) -> void:
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if not is_hitting:
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sprite.play('up' if id == 1 else 'down')
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sprite.frame = 1
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sprite.pause()
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var sprite_texture: Texture2D = sprite.sprite_frames.get_frame_texture('up', 1)
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var hit_node: Area2D = preload("res://scenes/hit/hit.tscn").instantiate()
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# flip entire node horizontally if spawning left
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# flip vertically if player 2
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hit_node.scale = Vector2(
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-1 if dir == "left" else 1,
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1 if id == 1 else -1
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)
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add_child(hit_node)
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# set position according to frame width and height
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@warning_ignore("integer_division")
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hit_node.global_position = global_position + Vector2(
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(sprite_texture.get_width()/2)*(-1 if dir == "left" else 1),
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(sprite_texture.get_height()*-1) if id == 1 else 4
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)
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hit_node.timer.connect("timeout", _on_hit_end)
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is_hitting = true
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func _on_hit_end() -> void:
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is_hitting = false
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@ -16,7 +16,7 @@ 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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if movement_vector.length() >= 1:
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if movement_vector.length() > player.DEADZONE:
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finished.emit(RUNNING)
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return
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elif Input.is_action_pressed("hit_left"):
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