SupaLidlGame/State/Character/PlayerRollState.cs

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using Godot;
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namespace SupaLidlGame.State.Character;
public partial class PlayerRollState : PlayerState
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{
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private double _timeLeftToRoll = 0;
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private Vector2 _rollDirection = Vector2.Zero;
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private GpuParticles2D _particles;
public float VelocityModifier { get; set; } = 1.5f;
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public PlayerRollState()
{
CanEnterWhileUsingItem = false;
}
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public override void _Ready()
{
base._Ready();
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_particles = _player.GetNode<GpuParticles2D>("Effects/RollParticles");
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}
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
{
_timeLeftToRoll = 0.5;
// roll the direction we were previously moving in
_rollDirection = Character.Direction;
Character.Target = Character.Direction;
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if (Character.Direction.X >= 0)
{
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_player.MovementAnimation.Play("roll");
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}
else
{
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_player.MovementAnimation.PlayBackwards("roll");
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}
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_player.MovementAnimation.Queue("idle");
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_particles.Emitting = true;
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return base.Enter(previousState);
}
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public override void Exit(IState<CharacterState> nextState)
{
// we want to reset our state variables in case we are forced out of
// this state (e.g. from death)
_timeLeftToRoll = 0;
_rollDirection = Character.Direction;
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_particles.Emitting = false;
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if (_player.MovementAnimation.CurrentAnimation == "roll")
{
// prevents player's sprite from being at an angle when exiting too
// soon
_player.MovementAnimation.Stop();
}
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base.Exit(nextState);
}
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public override CharacterState Process(double delta)
{
Character.Direction = _rollDirection;
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if ((_timeLeftToRoll -= delta) <= 0 || _player.Health <= 0)
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{
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return IdleState;
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}
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return null;
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}
}