Tales-of-PKMN/game/player/states/jump_state.gd
TheThomaas 250976d170 Squashed commit of the following:
commit 8e7da96bfcd52b230feaf40fbc6d4a42b80c5723
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Sat Oct 17 18:55:14 2026 +0200

    Make state machine more reusable

commit 37da7248b8c33ce95cff7ef9332c5ccf6e3cd418
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Sat Oct 17 18:44:34 2026 +0200

    Change aim state into flag

commit fbb3a84a12e2cabff9b36390da7483b8de7e9379
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Sat Oct 17 18:33:08 2026 +0200

    Replace fixed references with ui references

commit 913955b13e9980780ac88761845d9e1f165f0d0e
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Fri Oct 16 13:32:21 2026 +0200

    Update camera action handling

commit 4ce0ac13ffea473cf62c2fefd1571e9df1fbbcaa
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Fri Oct 16 13:04:39 2026 +0200

    Update mounting system

commit e410eca38760955b2866eecd6ac0281e2041e76d
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Fri Oct 16 12:57:25 2026 +0200

    Update aiming system

commit 4c788df485ccbff5f91fd51d9f480e495f11da5f
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Thu Oct 15 21:50:26 2026 +0200

    Centralize states names into constants

commit 6059479c87d749e986a48adb520ef33121104da5
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Thu Oct 15 21:25:32 2026 +0200

    Refator Crouch state into flag

commit 08faec70e770042d36eed6f173a63f3aac1f67c6
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Wed Oct 14 10:19:35 2026 +0200

    Update player input management and state machine

commit 11a0aecc58c50c5862a03b4fd0b55e8db024031f
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Wed Oct 14 10:17:06 2026 +0200

    Delete charizard.tres

commit 399eac2b6c64f242a1c2e12360d811127f87681c
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Tue Oct 13 18:20:45 2026 +0200

    Remove unused MountedState

commit 42a3668c52fe96a7509a74290a94fc5a8084b713
Author: TheThomaas <thethomaas@protonmail.ch>
Date:   Tue Oct 13 18:18:08 2026 +0200

    Group grounded states under common class
2026-10-17 18:56:13 +02:00

65 lines
2.1 KiB
GDScript

extends AirborneState
class_name JumpState
func on_air_enter() -> void:
#play_char.godot_plush_skin.set_state("jump")
if player.jump_cooldown < player.jump_cooldown_ref: player.jump_cooldown = player.jump_cooldown_ref
player.coyote_jump_cooldown = -1.0 #un saut consomme le coyote jump : pas de saut gratuit en retombant juste apres
#if player.movement_dust.emitting: player.movement_dust.emitting = false
jump()
func check_apex() -> bool:
#le perso commence a descendre : la suite de la chute se passe dans InairState
return player.velocity.y < 0.0 and fall()
func handle_input() -> bool:
if input.jump_pressed():
jump()
if input.jump_released():
#cut jump in action, allow to manage jump height
#(the longer you press the button, the more high the play char goes, similar to the Mario Bros games)
#le freinage de la montee est applique par InairState a son entree
player.has_cut_jump = true
return fall()
return false
func jump() -> void:
#manage the jump behaviour, depending of the different variables and states the character is
var can_jump : bool = false #jump condition
#in air jump
if !player.is_on_floor():
if player.coyote_jump_on:
player.jump_cooldown = player.jump_cooldown_ref
player.coyote_jump_cooldown = -1.0 #so that the character cannot immediately make another coyote jump
player.coyote_jump_on = false
can_jump = true
elif player.nb_jumps_in_air_allowed > 0:
player.nb_jumps_in_air_allowed -= 1
player.jump_cooldown = player.jump_cooldown_ref
can_jump = true
#on floor jump
if player.is_on_floor():
player.jump_cooldown = player.jump_cooldown_ref
can_jump = true
#jump buffering
if player.buffered_jump:
player.buffered_jump = false
player.nb_jumps_in_air_allowed = player.nb_jumps_in_air_allowed_ref
#apply jump
if can_jump:
player.velocity.y = -player.jump_velocity
can_jump = false
#play squash and strech effect, and display jump particles
if player.is_on_floor():
player.squash_and_strech(1.12, 0.1)
#player.particles_manager.display_particles(player.jump_particles, player)