extends KinematicBody2D
const ACCELERATION = 500
const MAX_SPEED = 80
const FRICTION = 500
enum {
MOVE,
ROLL,
ATTACK
}
var state = MOVE
var velocity = 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("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_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)
if Input.is_action_just_pressed("Attack"):
state = ATTACK
func attack_state(delta):
velocity = Vector2.ZERO
animationstate.travel("Attack")
func attack_animation_finished():
state = MOVE