Files
Papay-Shooter/movement/states/state_slide.gd
T
Hermes 6cac1f4032 fix: resolve GDScript parse errors in movement states
- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2)
- state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal
- state_slide.gd: same shape API fix + unique shape vars per branch
- state_wall_run.gd: split 'and' line into single typed bool expression
2026-06-02 23:15:20 -04:00

61 lines
1.9 KiB
GDScript

extends Node
class_name StateSlide
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("slide")
# Lower player capsule
var player_node = machine.player
var shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if shape:
shape.height = shape.height * 0.5
func exit() -> void:
pass
func update(delta: float) -> void:
elapsed += delta
var vel: Vector3 = machine.player.velocity
var forward: Vector3 = -machine.player.global_transform.basis.z
if forward.length_squared() > 1.0:
forward = forward.normalized()
vel.x = forward.x * params.slide_speed * machine.get_effective_speed(1.0)
vel.z = forward.z * params.slide_speed * machine.get_effective_speed(1.0)
vel.x *= pow(params.slide_friction, delta)
vel.z *= pow(params.slide_friction, delta)
machine.player.velocity = vel
machine.player.move_and_slide()
if machine.player.is_on_floor():
machine.on_ground = true
var speed := Vector3(vel.x, 0.0, vel.z).length()
if speed < params.slide_min_speed or elapsed > params.slide_duration:
var end_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if end_shape:
end_shape.height = end_shape.height * 2.0
machine.register_chain_mechanic("slide_end")
machine.switch_to("ground")
return
else:
var fall_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if fall_shape:
fall_shape.height = fall_shape.height * 2.0
machine.on_ground = false
machine.switch_to("air")
if not machine.input_crouch or not machine.input_sprint:
var cancel_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if cancel_shape:
cancel_shape.height = cancel_shape.height * 2.0
machine.register_chain_mechanic("slide_cancel")
machine.switch_to("ground")