#include "player/states/PlayerMove.h" #include "player/Player.h" void alai::player::PlayerMove::_register_methods() { godot::register_method("_state_enter", &PlayerMove::_state_enter); godot::register_method("_state_exit", &PlayerMove::_state_exit); godot::register_method("_physics_process", &PlayerMove::_physics_process); } alai::player::PlayerMove::PlayerMove() { } alai::player::PlayerMove::~PlayerMove() { } void alai::player::PlayerMove::_init() { _input = godot::Input::get_singleton(); } void alai::player::PlayerMove::_state_enter() { animated_sprite = get_parent()->get_node("AnimatedSprite"); animated_sprite->set_animation("move"); animated_sprite->play(); } void alai::player::PlayerMove::_state_exit() { } void alai::player::PlayerMove::_physics_process(float delta) { auto parent = Object::cast_to(get_parent()); auto direction_pressed = false; auto current_speed = parent->get_speed(); auto velocity = parent->get_velocity(); velocity.x = 0; if (_input->is_action_pressed("run")) { current_speed *= parent->get_run_speed(); } if (_input->is_action_pressed("right")) { direction_pressed = true; velocity.x += current_speed; } if (_input->is_action_pressed("left")) { direction_pressed = true; velocity.x += -current_speed; } if (_input->is_action_just_pressed("jump")) { get_state_machine()->change("Jump"); return; } if (velocity.x > 0) { animated_sprite->set_flip_h(true); } else if (velocity.x < 0) { animated_sprite->set_flip_h(false); } else { if (!direction_pressed) { get_state_machine()->change("Idle"); } return; } parent->set_velocity(velocity); if (!parent->is_on_floor()) { get_state_machine()->change("Fall"); return; } }