class_name StateMachine extends Node const DEBUG: bool = false var player: KinematicBody2D var state: Node var history: Array = [] func _ready() -> void: player = get_parent() state = get_child(0) _enter_state() func change_to(new_state: String) -> void: history.append(state.name) state = get_node(new_state) _enter_state() func back() -> void: if history.size() > 0: state = get_node(history.pop_back()) _enter_state() func _enter_state() -> void: if DEBUG: print("Entering state %s" % state.name) state.fsm = self state.enter() # routing game loop functions func _process(delta: float) -> void: if state.has_method("process"): state.process(delta) func _physics_process(delta: float) -> void: # state specific code, move_and_slide is called here if state.has_method("physics_process"): state.physics_process(delta) handle_slow_speeds() player.handle_time_elapsed(delta) func rotate_on_input() -> void: if Input.is_action_pressed("move_left"): player.rotate_to(player.LEFT) if Input.is_action_pressed("move_right"): player.rotate_to(player.RIGHT) func slow_down_on_collisions(speed_backup: float): if player.get_last_slide_collision(): Global.SNAKE_SPEED = player.velocity.length() else: Global.SNAKE_SPEED = speed_backup func handle_slow_speeds() -> void: if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0: Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP Event.emit_signal("game_over") func _input(event: InputEvent) -> void: if state.has_method("input"): state.input(event)