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69
ActionRPG-HeartBeast/Player/Player.gd
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69
ActionRPG-HeartBeast/Player/Player.gd
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extends KinematicBody2D
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var velocity = Vector2.ZERO
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var input_vector = Vector2.ZERO
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const ACCELERATION = 500
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const MAX_SPEED = 80
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const FRICTION = 500
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enum {
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MOVE,
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ROLL,
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ATTACK
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}
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var state = MOVE
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onready var animationPlayer = $AnimationPlayer
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onready var animationTree = $AnimationTree
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onready var animationState = animationTree.get("parameters/playback")
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func _ready():
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animationTree.active = true
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func _physics_process(delta):
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match state:
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MOVE:
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move_state(delta)
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ROLL:
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pass
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ATTACK:
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attack_state(delta)
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func move_state(delta):
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
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input_vector = input_vector.normalized()
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if input_vector != Vector2.ZERO:
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animationTree.set("parameters/Idle/blend_position", input_vector)
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animationTree.set("parameters/Run/blend_position", input_vector)
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animationState.travel("Run")
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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#animationPlayer.play("IdleRight")
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animationState.travel("Idle")
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = move_and_slide(velocity)
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if Input.is_action_just_pressed("attack"):
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state = ATTACK
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func attack_state(delta):
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#velocity = Vector2.ZERO
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animationTree.set("parameters/Attack/blend_position", input_vector)
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animationState.travel("Attack")
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velocity = Vector2.ZERO
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#velocity = velocity.move_toward(Vector2.ZERO, FRICTION*delta)
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#velocity = move_and_slide(velocity)
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func attack_aninimation_finished():
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state = MOVE
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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