I can't edit my previous post anymore. I apologize for double posting.
The jump and random I mentioned above still has problems. The jump needed a 3rd event like this to work like a jump:
+ Goon Animation Jumping is playing
-> Set direction to all upward directions
There are another issues I found.
Since my walls (side), ceilings (top) and floors (ground/bottom) are backdrops. How do I stop my upward movement (when goon is jumping up) and also stop downward movement (when falling on backdrop) ? I already made the "stopping when falling down on backdrop" part, but sometimes, the goon stops when he is below the floor by a few pixels already. I already adjusted the gravity countless times but it still sometimes goes below the floor by a few pixels. About stopping when going up, I used this
+ Goon Animation Jumping is playing
+ Goon direction is any of all upward directions
+ Goon is overlapping a backdrop
-> Stop
-> Set State to Air
-> Set gravity to 20
But it prevents me from using the jump altogether
About the old damage system, can you tell me again why you are adding the direction of group "player" to its own "Deal Attack direction" ? I am confused about it. I successfully coded a simple damage system (for goon), but, the direction is based solely on the 0 to 31 value. I still want the direction of the enemy based on the player's direction (so the pushing/pulling system concept is there like I originally wanted from the start)
Edit:
I think I fixed the jump at the moment. I isolated the jump (disabled everything else) and triggered the jump by key press. I would update this post tomorrow if I successfully integrated the jump into the AI. The random issue still persists.
