Files
ferma/scenes/characters/player/idle_state.gd
2025-08-22 17:16:22 +05:00

42 lines
1.1 KiB
GDScript

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