Fixed going to wallslide from idle when landing
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d6d6301c7f
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@ -331,7 +331,8 @@ func execute_airstrafe(
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delta
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)
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if linear_velocity.y > 0:
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linear_velocity.y = 0
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# TODO Put constant elsewhere
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linear_velocity.y = linear_velocity.y * 0.33
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air_strafe_charges -= 1
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return linear_velocity
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@ -348,8 +349,9 @@ func die() -> void:
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# This problem stems from trying to decelerate a walk
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# that was caused by the moving environment and not by input
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# It is particularly usefull for moving floor physics
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# TODO Setting y velocity this way stopped is_on_floor() from working correctly
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func _on_Blobby_got_grounded() -> void:
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velocity -= get_floor_velocity()
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velocity.x -= get_floor_velocity().x
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var floor_object = get_last_slide_collision().collider.get_parent()
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if "slide_friction" in floor_object:
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floor_friction = floor_object.slide_friction
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@ -162,6 +162,7 @@ func _get_transition(_delta):
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elif parent.velocity.x != 0:
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if Input.is_action_pressed("boost_move"):
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new_state = states.run
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# TODO Walking when stopping and not pressing anything?
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else:
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new_state = states.walk
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if Input.is_action_pressed("duck"):
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@ -180,6 +181,7 @@ func _get_transition(_delta):
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func _enter_state(new_state, old_state):
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print(new_state)
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if old_state == "idle" && (new_state == "walk" || new_state == "run"):
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init_boost = true
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init_boost_type = old_state + "_" + new_state
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@ -210,7 +212,9 @@ func _enter_state(new_state, old_state):
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states.run:
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anim_state_playback.travel("running")
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states.wallslide:
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anim_state_playback.travel("wallsliding")
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# TODO When the hitbox transforms from wallslide to idle, blobby hangs in the air and that triggers the wallslide on landing
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if(old_state != states.idle):
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anim_state_playback.travel("wallsliding")
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