diff --git a/scenes/player/player.gd b/scenes/player/player.gd index ce06d2c..c2361c7 100644 --- a/scenes/player/player.gd +++ b/scenes/player/player.gd @@ -1,13 +1,13 @@ class_name Player extends CharacterBody2D +const DEADZONE: float = 0.1 + @export var id: int = 1 @export var max_speed: float = 90 @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var state_machine: StateMachine = $StateMachine -var is_hitting: bool = false -var was_moving: bool = false var anim_dir: String var def_dir: String @@ -20,34 +20,3 @@ 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 hit(dir: String) -> void: - if not is_hitting: - sprite.play('up' if id == 1 else 'down') - sprite.frame = 1 - sprite.pause() - - var sprite_texture: Texture2D = sprite.sprite_frames.get_frame_texture('up', 1) - var hit_node: Area2D = preload("res://scenes/hit/hit.tscn").instantiate() - - # flip entire node horizontally if spawning left - # flip vertically if player 2 - hit_node.scale = Vector2( - -1 if dir == "left" else 1, - 1 if id == 1 else -1 - ) - add_child(hit_node) - - # set position according to frame width and height - @warning_ignore("integer_division") - hit_node.global_position = global_position + Vector2( - (sprite_texture.get_width()/2)*(-1 if dir == "left" else 1), - (sprite_texture.get_height()*-1) if id == 1 else 4 - ) - - hit_node.timer.connect("timeout", _on_hit_end) - - is_hitting = true - -func _on_hit_end() -> void: - is_hitting = false diff --git a/scenes/player/states/idle.gd b/scenes/player/states/idle.gd index 15960cd..90390e6 100644 --- a/scenes/player/states/idle.gd +++ b/scenes/player/states/idle.gd @@ -16,7 +16,7 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: func _state_physics_update(_delta: float) -> void: var movement_vector: Vector2 = player.get_movement_vector() - if movement_vector.length() >= 1: + if movement_vector.length() > player.DEADZONE: finished.emit(RUNNING) return elif Input.is_action_pressed("hit_left"):