Godot Version
4.3
Question
Hey there, I am an animator trying to make a demo to showcase my asset packs, but as I was following a tutorial. I have somehow ended up with my player seemingly idling indefinitely, ignoring both physics and inputs. I have revised and compared my code with the videos version some 4 or 5 times at this point, so I now come to you for help.
I suspect that the error is in either the player script:
class_name Player
extends CharacterBody2D
@onready var animation = $AnimationPlayer
@onready var state_machine = $StateMachine
func _ready() -> void:
#Initialize the state machine, passing a reference of the player to the states,
#that way they can move and react accordingly
state_machine.init(self)
func _unhandled_input(event: InputEvent)-> void:
state_machine.process_input(event)
func _physics_process(delta: float) -> void:
state_machine.process_physics(delta)
func _process(delta:float) -> void:
state_machine.process_frame(delta)
the state machine script:
extends Node
@export var starting_state:State
var current_state: State
#initialize the state machine by giving each child state a reference to the
#parent object it belongs to and enter the default starting_state
func init(parent: Player) -> void:
for child in get_children():
child.parent= parent
#initialize to the default state
change_state(starting_state)
#Change to the new state by first calling any exit logic on the current state.
func change_state(new_state: State) -> void:
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()
#pass through functions for the Player to call,
#handling state changes as needed.
func process_physics(delta: float) -> void:
var new_state = current_state.process_physics(delta)
if new_state:
change_state(new_state)
func process_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event)
if new_state:
change_state(new_state)
func process_frame(delta: float) -> void:
var new_state = current_state.process_frame(delta)
if new_state:
change_state(new_state)
or the state script:
class_name State
extends Node
@export var animation_name: String
@export var move_speed: float = 800
var gravity: int= ProjectSettings.get_setting("physics/2d/default_gravity")
#hold a reference to the parent so that it can be controlled by the state
var parent:Player
func enter()-> void:
parent.animation.play(animation_name)
func exit()-> void:
pass
func process_input(event: InputEvent) -> State:
return null
func process_frame(delta: float) -> State:
return null
func process_physics(delta: float) -> State:
return null
I really appreciate any help or input.