Files
NeonCollapse/game/entities/player/states/jump_state.gd
T
2026-06-28 19:06:58 +03:00

59 lines
1.4 KiB
GDScript

extends AbstractPlayerState
enum Direction {
Left,
Right,
}
@export var direction := Direction.Left
@export var idle : AbstractPlayerState
@export var another_direction : AbstractPlayerState
@export var run : AbstractPlayerState
@export var run_another_direction : AbstractPlayerState
func enter() -> void:
player.blade_sprite.show()
match direction:
Direction.Left:
player.player_sprite.play(ANIMATION_JUMP_LEFT)
player.blade_sprite.play(ANIMATION_JUMP_LEFT)
Direction.Right:
player.player_sprite.play(ANIMATION_JUMP_RIGHT)
player.blade_sprite.play(ANIMATION_JUMP_RIGHT)
func exit() -> void:
player.blade_sprite.hide()
func physics_process(_delta: float) -> void:
if player.is_on_floor():
SoundManager.play_sfx_stream(SoundManager.sfx_stream_land, player.global_position)
if is_zero_approx(player.velocity.x):
switch_state.emit(idle)
else:
match direction:
Direction.Left:
if player.velocity.x < 0.0:
switch_state.emit(run)
else:
switch_state.emit(run_another_direction)
Direction.Right:
if player.velocity.x > 0.0:
switch_state.emit(run)
else:
switch_state.emit(run_another_direction)
else:
if not is_zero_approx(player.velocity.x):
match direction:
Direction.Left:
if player.velocity.x > 0.0:
switch_state.emit(another_direction)
Direction.Right:
if player.velocity.x < 0.0:
switch_state.emit(another_direction)