extends PlayerState var canChangeState = false var direccion : float var wallJumpVertical = 350 var wallJumpHorizontal = 180 func state_enter_state(msg := {}): canChangeState = false direccion = Input.get_axis("ui_left","ui_right") $"../../AudioSalto".play() anim_player.play("jumpCaer") #player.velocity = Vector2.ZERO func state_physics_process(delta): player.velocity.y = lerpf(player.velocity.y,-wallJumpVertical,.8 ) player.velocity.x = lerpf(player.velocity.x, -direccion * wallJumpHorizontal,.8) # print(player.velocity.y," contra ",-wallJumpVertical) # print(player.velocity.x, "contra ",wallJumpHorizontal) #Completo el wall jump if player.velocity.y <= -wallJumpVertical or player.is_on_ceiling(): canChangeState = true #print("puedo cambiar estado") player.move_and_slide() if canChangeState and !player.is_on_floor(): state_machine.transition_to("enAire") elif Input.is_action_just_pressed("dash"): state_machine.transition_to("Dash")