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https://github.com/Escada-Games/diver-down.git
synced 2026-01-23 03:14:03 +00:00
Fixed diving outside walls I guess
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parent
4316edb249
commit
aa1ce8a408
5 changed files with 15 additions and 13 deletions
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@ -42,10 +42,13 @@ func _ready():
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func _physics_process(delta):
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$sprite.flip_h=false if(last_horizontal_direction==1) else true
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if self.is_on_floor():
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anim="idle" if abs(vectorVelocity.x)<=10 else "walk"
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if state==State_dive:
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anim="idle"
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else:
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anim="going_up" if vectorVelocity.y<0 else "goind_down"
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if self.is_on_floor():
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anim="idle" if abs(vectorVelocity.x)<=10 else "walk"
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else:
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anim="going_up" if vectorVelocity.y<0 else "goind_down"
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if($animation_player.current_animation!=anim): $animation_player.play(anim)
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if flag_constant_spritetrail: _create_spritetrail()
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@ -161,10 +161,11 @@ func _process(delta):
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else:
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$dive_aim/polygon_2d.color=red if $dive_aim.get_overlapping_bodies().size()>0 else green
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else:
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$dive_aim/polygon_2d.color=red"
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$dive_aim/polygon_2d.color=red
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"
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[sub_resource type="RectangleShape2D" id=8]
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extents = Vector2( 1, 1 )
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extents = Vector2( 0.1, 0.1 )
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[node name="player" type="KinematicBody2D"]
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z_as_relative = false
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@ -247,11 +248,10 @@ vertex_colors = PoolColorArray( 0.3, 0.3, 0.3, 0.9, 0.3, 0.3, 0.3, 0.5, 0.3, 0.3
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[node name="collision_polygon_2d" type="CollisionPolygon2D" parent="dive_aim/dive_aim"]
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polygon = PoolVector2Array( 0, 0, -1, -1, -1, 1 )
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disabled = true
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[node name="collision_shape_2d" type="CollisionShape2D" parent="dive_aim/dive_aim"]
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position = Vector2( -1, 0 )
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shape = SubResource( 8 )
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disabled = true
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[node name="position_2d" type="Position2D" parent="dive_aim/dive_aim"]
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@ -6,7 +6,7 @@
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[sub_resource type="GDScript" id=1]
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script/source = "extends BackBufferCopy
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var duration=3
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var strength=0.00033
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var strength=0.00043
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func _ready():
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$twnStrength.interpolate_property($sprite.material,\"shader_param/strength\",strength,0,duration,Tween.TRANS_QUINT,Tween.EASE_OUT)
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$twnStrength.interpolate_property($sprite,\"modulate:a\",0.8,0,duration,Tween.TRANS_QUINT,Tween.EASE_OUT)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=18 format=2]
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://Scenes/bg_layer.tscn" type="PackedScene" id=1]
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[ext_resource path="res://Scenes/twn_stagefadein.tscn" type="PackedScene" id=2]
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@ -11,7 +11,6 @@
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[ext_resource path="res://Scenes/str_stagename.tscn" type="PackedScene" id=9]
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[ext_resource path="res://Scenes/grass.tscn" type="PackedScene" id=10]
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[ext_resource path="res://Scenes/vine.tscn" type="PackedScene" id=11]
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[ext_resource path="res://Scenes/spherizeShader.tscn" type="PackedScene" id=12]
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[ext_resource path="res://Resources/SFX/Laser_shoot 6.wav" type="AudioStream" id=13]
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[ext_resource path="res://Resources/spherizeShader.tres" type="Material" id=14]
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@ -161,6 +160,3 @@ position = Vector2( 120, 40 )
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[node name="snd_debug" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 13 )
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bus = "sfx"
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[node name="spriteShader" parent="." instance=ExtResource( 12 )]
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position = Vector2( 164.211, 93.6844 )
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@ -86,6 +86,9 @@ func _process(delta):
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[node name="stage" type="Control" parent="."]
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margin_right = 40.0
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margin_bottom = 40.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="tilemap" type="TileMap" parent="stage"]
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position = Vector2( 0, 1 )
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