SupaLidlGame/State/Character/CharacterDashState.cs

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using Godot;
using SupaLidlGame.Extensions;
namespace SupaLidlGame.State.Character;
public partial class CharacterDashState : CharacterState
{
[Export]
public CharacterState IdleState { get; set; }
[Export]
public double TimeToDash { get; set; }
[Export]
public float VelocityModifier { get; set; }
private double _timeLeftToDash = 0;
public Vector2 DashDirection = Vector2.Zero;
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public CharacterDashState()
{
CanEnterWhileUsingItem = true;
}
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
{
_timeLeftToDash = TimeToDash;
// dash the direction we were previously moving in
DashDirection = Character.Direction;
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Character.MovementAnimation.TryPlay("dash");
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Character.MovementAnimation.Queue("idle");
// create ghost effect
var ghost = Character.Sprite.CloneOnWorld<Sprite2D>();
ghost.GlobalPosition = Character.Sprite.GlobalPosition;
var tween = ghost.GetTree().CreateTween();
tween.TweenProperty(ghost, "self_modulate", Colors.Transparent, 0.5);
tween.TweenCallback(new Callable(ghost, "queue_free"));
tween.Play();
return base.Enter(previousState);
}
public override void Exit(IState<CharacterState> nextState)
{
_timeLeftToDash = 0;
DashDirection = Character.Direction;
base.Exit(nextState);
}
public override CharacterState Process(double delta)
{
Character.Direction = DashDirection;
if ((_timeLeftToDash -= delta) <= 0 || Character.Health <= 0)
{
return IdleState;
}
return null;
}
}