extends KinematicBody2D class_name Player """ This is an example player controller script created by Paul """ var velocity := Vector2.ZERO var rollvector := Vector2.ZERO # This is how you export variables with ranges to the editor window export(int, 0, 500) var MAX_SPEED := 125 export(int, 0, 500) var ROLL_SPEED := 150 export(int, 0, 500) var FRICTION := 200 # Speed at which the player deaccelarates export(int, 0, 500) var ACCELERATION := 450 # Reference for the current player onready var debug_label := $DebugLabel onready var player_stats := $Stats onready var animation_player := $AnimationPlayer onready var animation_tree := $AnimationTree onready var animation_state = animation_tree.get("parameters/playback") enum moveState{ MOVE, ROLL, HIT } var movementState = moveState.MOVE func _debug_update(): debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP" func _physics_process(delta): _debug_update() match movementState: moveState.MOVE: movement_move(delta) moveState.ROLL: movement_roll() moveState.HIT: movement_hit() move() # IMPORTANT: If you are using move_and_slide don't multiply by delta # Godots physics system does that internally # In move_and_collide(...) you have to multiply by delta. func move(): move_and_slide(velocity) func movement_move(delta): var input_vector = Vector2.ZERO # This is a clever way to handle directional input # Input.get_action_strength(...) returns a value between 0 and 1 depending # on how strong the controller direction is pressed # For keyboards it always returns 1 if pressed and 0 if not # The actions are custom and defined in the project settings input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left") input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up") input_vector = input_vector.normalized() if input_vector == Vector2.ZERO: animation_state.travel("idle") velocity = Vector2.ZERO else: rollvector = input_vector animation_tree.set("parameters/idle/blend_position", input_vector) animation_tree.set("parameters/hit/blend_position", input_vector) animation_tree.set("parameters/roll/blend_position", input_vector) animation_tree.set("parameters/run/blend_position", input_vector) animation_state.travel("run") velocity = velocity.move_toward(MAX_SPEED * input_vector, ACCELERATION * delta) if Input.is_action_just_pressed("roll"): movementState = moveState.ROLL elif Input.is_action_just_pressed("attack"): movementState = moveState.HIT func movement_hit(): velocity = Vector2.ZERO animation_state.travel("hit") func hit_finished(): movementState = moveState.MOVE func movement_roll(): velocity = rollvector * ROLL_SPEED animation_state.travel("roll") func roll_finished(): movementState = moveState.MOVE func _on_Hurtbox_area_entered(area): queue_free()