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- extends PlayerState
- var climb_direction := 0
- var vine: Vine = null
- const CLIMB_SPEED := 50
- var cutscene := false
- var auto_climb := false
- func enter(msg := {}) -> void:
- vine = msg.get("Vine")
- cutscene = msg.has("Cutscene")
- func physics_update(_delta: float) -> void:
- player.velocity.x = 0
- if player.input_direction != 0 and climb_direction == 0 and not cutscene:
- player.direction = -player.input_direction
- player.sprite.scale.x = player.direction
- player.global_position.x = vine.global_position.x - (8 * player.direction)
- if not cutscene and not auto_climb:
- climb_direction = sign(Input.get_axis("move_up" + "_" + str(player.player_id),"move_down" + "_" + str(player.player_id)))
- if vine.can_tele and player.global_position.y - 64 < vine.top_point and climb_direction == -1:
- climb_direction = -1
- auto_climb = true
- player.velocity.y = CLIMB_SPEED * climb_direction
- player.sprite.play("Climb")
- player.sprite.speed_scale = abs(climb_direction * 1.5)
- player.move_and_slide()
- if Global.player_action_just_pressed("jump", player.player_id) and not cutscene:
- state_machine.transition_to("Normal")
- player.jump()
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