39 lines
1.1 KiB
GDScript
39 lines
1.1 KiB
GDScript
extends State
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class_name PlayerLedgeGrab
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var ledge_cshape = preload("res://resources/player ledge cshape.tres")
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var standing_cshape = preload("res://resources/player standing cshape.tres")
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func get_state_name():
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return str(self).split(":")[0]
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func enter():
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if player.wallcheckright.is_colliding() and player.facing_direction == -1:
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player.set_facing_direction(1)
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elif player.wallcheckleft.is_colliding() and player.facing_direction == 1:
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player.set_facing_direction(-1)
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player.ap.play("ledge hang")
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player.sprite.position.x = player.facing_direction * 11
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player.sprite.position.y = -54
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player.cshape.shape = ledge_cshape
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player.cshape.position.y = -55
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func exit():
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player.cshape.shape = standing_cshape
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player.cshape.position.y = -43
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player.sprite.position.x = 0
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player.sprite.position.y = -48
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func update(delta):
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if Input.is_action_just_pressed("jump"):
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Transitioned.emit(self, "PlayerClimbUp")
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elif player.floorcheck.is_colliding() or (!player.wallcheckright.is_colliding() and !player.wallcheckleft.is_colliding()) or Input.is_action_pressed("crouch"):
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Transitioned.emit(self, "PlayerFall")
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func physics_update(delta):
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pass
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