extends KinematicBody2D
const ACCELERATION = 500
const MAX_SPEED = 80
const FRICTION = 500
enum {
MOVE,
ROLL,
ATTACK
}
var state = MOVE
var velocity = Vector2.ZERO
var input_vector = Vector2.ZERO
var last_input_vector = Vector2.ZERO
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
func _ready():
animationTree.active = true
func _physics_process(delta):
match state:
MOVE:
move_state(delta)
ROLL:
pass
ATTACK:
attack_state(delta)
func move_state(delta):
var input_vector = Vector2.ZERO
input_vector.x = Input.get_action_strength("Right") - Input.get_action_strength("Left")
input_vector.y = Input.get_action_strength("Down") - Input.get_action_strength("Up")
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationTree.set("parameters/Attack/blend_position", input_vector)
animationState.travel("Run")
velocity = velocity.move_toward(input_vector * MAX_SPEED * ACCELERATION * delta)
else :
animationState.travel("Idle")
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity)
func attack_state(delta):
velocity = Vector2.ZERO
animationPlayer.travel("Attack")
func attack_animation_finished():
state = MOVE