Files
Super-Mario-Bros.-Remastere…/Scripts/Classes/States/Player/Climb.gd
2025-10-01 14:18:34 +01:00

35 lines
1.1 KiB
GDScript

extends PlayerState
var climb_direction := 0
var vine: Vine = null
const CLIMB_SPEED := 50
var cutscene := false
var auto_climb := false
func enter(msg := {}) -> void:
vine = msg.get("Vine")
cutscene = msg.has("Cutscene")
func physics_update(_delta: float) -> void:
player.velocity.x = 0
if player.input_direction != 0 and climb_direction == 0 and not cutscene:
player.direction = -player.input_direction
player.sprite.scale.x = player.direction
player.global_position.x = vine.global_position.x - (6 * player.direction)
if not cutscene and not auto_climb:
climb_direction = sign(Input.get_axis("move_up" + "_" + str(player.player_id),"move_down" + "_" + str(player.player_id)))
if vine.can_tele and player.global_position.y - 64 < vine.top_point and climb_direction == -1:
climb_direction = -1
auto_climb = true
player.velocity.y = CLIMB_SPEED * climb_direction
player.sprite.play("Climb")
player.sprite.speed_scale = abs(climb_direction * 1.5)
player.move_and_slide()
if Global.player_action_just_pressed("jump", player.player_id) and not cutscene:
state_machine.transition_to("Normal")
player.jump()