alai/src/player/states/PlayerMove.cpp

93 lines
1.9 KiB
C++

#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<godot::AnimatedSprite>("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<Player>(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;
}
}