42 lines
1.1 KiB
GDScript
42 lines
1.1 KiB
GDScript
extends NodeState
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@export var player: Player
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@export var animated_sprite_2d : AnimatedSprite2D
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func _on_process(_delta : float) -> void:
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pass
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func _on_physics_process(_delta : float) -> void:
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if player.player_direction == Vector2.UP:
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animated_sprite_2d.play("idle_back")
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elif player.player_direction == Vector2.RIGHT:
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animated_sprite_2d.play("idle_right")
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elif player.player_direction == Vector2.DOWN:
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animated_sprite_2d.play("idle_front")
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elif player.player_direction == Vector2.LEFT:
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animated_sprite_2d.play("idle_left")
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else:
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animated_sprite_2d.play("idle_front")
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func _on_next_transitions() -> void:
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GameInputEvents.movement_input()
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if GameInputEvents.is_movement_input():
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transition.emit("Walk")
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if player.current_tool == DataTypes.Tools.AxeWood && GameInputEvents.is_used_tool():
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transition.emit("Chopping")
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if player.current_tool == DataTypes.Tools.TillGround && GameInputEvents.is_used_tool():
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transition.emit("Tilling")
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if player.current_tool == DataTypes.Tools.WaterCrops && GameInputEvents.is_used_tool():
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transition.emit("Watering")
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func _on_enter() -> void:
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pass
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func _on_exit() -> void:
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animated_sprite_2d.stop()
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