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-rw-r--r--player.gd24
1 files changed, 11 insertions, 13 deletions
diff --git a/player.gd b/player.gd
index a7cb2f3..0798855 100644
--- a/player.gd
+++ b/player.gd
@@ -12,12 +12,6 @@ var state: PlayerState = PlayerStateInit.new(self)
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
-func get_facing() -> int:
- if $AnimatedSprite2D.flip_h:
- return -1
- else:
- return 1
-
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
state._handle(delta)
@@ -25,26 +19,30 @@ func _process(delta: float) -> void:
func _physics_process(delta: float):
state._handle_physics(delta)
-#region movement type setters
-func set_movement_normal():
+func request_state_normal():
state = PlayerStateNormal.new(self)
-func set_movement_forced(dir: String):
+func request_state_forced(dir: String):
if state is PlayerStateForced: return
state = PlayerStateForced.new(self, dir)
-func set_movement_curve(curve: Curve2D, c_speed: float, c_reverse: bool):
+func request_state_curve(curve: Curve2D, c_speed: float, c_reverse: bool):
if state is PlayerStateCurve: return
state = PlayerStateCurve.new(self, curve, c_speed, c_reverse)
-func set_movement_hanging(target: Node2D, hang_dist: float):
+func request_state_hanging(target: Node2D, hang_dist: float):
if state is PlayerStateHanging: return
if not PlayerStateHanging.can_hang_from(self, target): return
state = PlayerStateHanging.new(self, target, hang_dist)
-#endregion
+
+func get_facing() -> int:
+ if anim_sp.flip_h:
+ return -1
+ else:
+ return 1
func handle_action_input():
var hooks = get_tree().get_nodes_in_group("hook_hanging")
@@ -57,4 +55,4 @@ func handle_action_input():
var dist = (hook.global_position - global_position).length()
print_debug("found hook: ", hook, ", dist: ", dist)
if dist < hook_distance_max:
- set_movement_hanging(hook, hook.hang_distance)
+ request_state_hanging(hook, hook.hang_distance)