fix: player movement

This commit is contained in:
SondreElg
2025-10-04 12:51:45 +02:00
parent 1102b73197
commit 77cde6fcb2

View File

@@ -59,6 +59,8 @@ func _ready():
screen_size = get_viewport_rect().size
func _process(delta):
if (moveState != MoveState.Dashing):
updateMoveDirection();
if (dashOnCooldown):
dashCooldownTime += delta;
if (dashCooldownTime >= dashCooldown):
@@ -68,19 +70,16 @@ func _process(delta):
if moveState == MoveState.Loading:
null
# Idk dude, thought it might be a fun effect when you take damage
elif moveState != MoveState.Dashing:
updateMoveDirection();
velocity = moveDirection.normalize() * speed;
if velocity.x || velocity.y:
moveState = MoveState.Moving;
elif moveState != MoveState.Dashing:
moveState = MoveState.Still;
elif Input.is_action_pressed("dash") or actionState == MoveState.Dashing:
if (moveState != MoveState.Dashing):
updateMoveDirection();
moveState = MoveState.Dashing;
dash(delta);
else:
velocity = moveDirection.normalize() * speed;
if velocity.x || velocity.y:
moveState = MoveState.Moving;
else:
moveState = MoveState.Still;
# Handle actionState
if Input.is_action_pressed("deploy"):