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Description
is something wrong with:
extends KinematicBody2D
const MAX_SPEED = 80
const ACCELERATION = 500
const FRICTION = 500
enum {
MOVE,
ROLL,
ATTACK
}
var velocity = Vector2.ZERO
var state = MOVE
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
func _ready():
animationTree.active = true
func _physics_process(delta):
match state:
MOVE:
move_state(delta)
ROLL:
pass
ATTACK:
attack_state(delta)
move_state(delta)
func move_state(delta):
var input_vector = Vector2.ZERO
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
animationTree.set("parameters/idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationTree.set("parameters/Attack/blend_position", input_vector)
animationState.travel("Run")
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
else:
animationState.travel("idle")
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity)
if Input.is_action_just_pressed("attack"):
state = ATTACK
func attack_state(delta):
animationState.travel("Attack")