SupaLidlGame/State/Character/PlayerRollState.cs

71 lines
1.9 KiB
C#

using Godot;
namespace SupaLidlGame.State.Character;
public partial class PlayerRollState : PlayerState
{
private double _timeLeftToRoll = 0;
private Vector2 _rollDirection = Vector2.Zero;
private GpuParticles2D _particles;
public float VelocityModifier { get; set; } = 1.5f;
public PlayerRollState()
{
CanEnterWhileUsingItem = false;
}
public override void _Ready()
{
base._Ready();
_particles = _player.GetNode<GpuParticles2D>("Effects/RollParticles");
}
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;
if (Character.Direction.X >= 0)
{
_player.MovementAnimation.Play("roll");
}
else
{
_player.MovementAnimation.PlayBackwards("roll");
}
_player.MovementAnimation.Queue("idle");
_particles.Emitting = true;
return base.Enter(previousState);
}
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;
_particles.Emitting = false;
if (_player.MovementAnimation.CurrentAnimation == "roll")
{
// prevents player's sprite from being at an angle when exiting too
// soon
_player.MovementAnimation.Stop();
}
base.Exit(nextState);
}
public override CharacterState Process(double delta)
{
Character.Direction = _rollDirection;
if ((_timeLeftToRoll -= delta) <= 0 || _player.Health <= 0)
{
return IdleState;
}
return null;
}
}