]> Untitled Git - frog-ninja.git/blobdiff - player/model.gd
Fixed up moves
[frog-ninja.git] / player / model.gd
index c2d8c7888aa9b3fc01a0ee8fc9c34f014813ed91..ec1a9526821ee8cfd89f509d8db8726f8f75a98b 100644 (file)
@@ -1,43 +1,38 @@
 extends Node
 class_name PlayerModel
 
+@onready var player: Player = $".."
+@onready var camera: Camera3D = %camera
 
-@export_group("Movement")
-@export var walk_speed := 8.0
-@export var dash_length := 10.0
-@export var air_speed := 3.0
-@export var acceleration := 30.0
-@export var rotation_speed := 10.0
-@export var idle_timeout := 5.0
+@onready var moves: Dictionary = {
+       "idle": $Idle,
+       "walk": $Walk,
+       "dash": $Dash
+}
+var current_move: Move
 
-var idle_time := 0.0
-var floor_normal := Vector3.ZERO
-var ground_slope_input := 0.0
 
-@onready var _player: Player = $".."
-@onready var _camera: Camera3D = %camera
+###
 
-
-func get_velocity_by_input(input_pkt: InputPacket, delta: float) -> Vector3:
-       var new_velocity: Vector3 = _player.velocity
+func _ready() -> void:
+       # assign starting state
+       current_move = moves["idle"]
        
-       if _player.is_on_floor():
-               # Get the XZ input direction based on player's input relative to the camera
-               var forward := _camera.global_basis.z
-               var right := _camera.global_basis.x
-               var move_direction := (
-                       forward * input_pkt.movement_direction.y + right * input_pkt.movement_direction.x
-                       ).normalized()
-               move_direction.y = 0
-               
-               # if we're not stuck, then it's okay to set the velocity
-               floor_normal = _player.get_floor_normal()
-               ground_slope_input = (PI / 2) - new_velocity.angle_to(floor_normal)
-               new_velocity = new_velocity.move_toward(
-                       move_direction * (walk_speed + ground_slope_input * walk_speed),
-                       acceleration * delta
-                       )
-       else:
-               new_velocity += _player.get_gravity() * air_speed * delta
-
-       return new_velocity
+       # assign objects to each move
+       for move in moves.values():
+               move.player = player
+               move.camera = camera
+
+
+func update(input: InputPacket, delta: float):
+       var relevent_move := current_move.should_enter(input)
+       if moves[relevent_move] != current_move:
+               switch_to(relevent_move)
+       current_move.update(input, delta)
+
+
+func switch_to(state: String):
+       player.state = state
+       current_move.on_exit_state()
+       current_move = moves[state]
+       current_move.on_enter_state()