added music/sounds
This commit is contained in:
@@ -10,66 +10,66 @@ var counter: int = 0
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signal demon_boss_death
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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var angle = position.angle_to_point(player.position)
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if abs(angle) > PI/2:
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$AnimatedSprite1.scale.x = -0.563
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else:
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$AnimatedSprite1.scale.x = 0.563
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite1.visible = false
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else:
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$AnimatedSprite1.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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hit = false
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counter = 0
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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var angle = position.angle_to_point(player.position)
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if abs(angle) > PI/2:
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$AnimatedSprite1.scale.x = -0.563
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else:
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$AnimatedSprite1.scale.x = 0.563
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite1.visible = false
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else:
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$AnimatedSprite1.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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hit = false
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counter = 0
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Walk'
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return
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Walk'
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return
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func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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$AnimatedSprite1.animation = 'Idle'
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return
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if body.is_in_group('player'):
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player = null
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$AnimatedSprite1.animation = 'Idle'
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if health <= 0:
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call_deferred('queue_free')
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emit_signal("demon_boss_death")
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return
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if health <= 0:
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call_deferred('queue_free')
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emit_signal("demon_boss_death")
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return
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func _on_Player_Detector__Attack_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Attack'
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Attack'
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func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Walk'
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Walk'
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@@ -6,6 +6,50 @@
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[ext_resource path="res://Sprites/Enemies/Demon_Slime_Spritesheet.png" type="Texture" id=5]
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[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=7]
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[sub_resource type="AtlasTexture" id=37]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=38]
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atlas = ExtResource( 5 )
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region = Rect2( 288, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=39]
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atlas = ExtResource( 5 )
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region = Rect2( 576, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=40]
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atlas = ExtResource( 5 )
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region = Rect2( 864, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=41]
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atlas = ExtResource( 5 )
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region = Rect2( 1152, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=42]
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atlas = ExtResource( 5 )
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region = Rect2( 1440, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=58]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=59]
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atlas = ExtResource( 5 )
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region = Rect2( 288, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=60]
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atlas = ExtResource( 5 )
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region = Rect2( 576, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=61]
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atlas = ExtResource( 5 )
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region = Rect2( 864, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=62]
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atlas = ExtResource( 5 )
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region = Rect2( 1152, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 640, 288, 160 )
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@@ -94,6 +138,54 @@ region = Rect2( 5760, 640, 288, 160 )
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atlas = ExtResource( 5 )
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region = Rect2( 6048, 640, 288, 160 )
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[sub_resource type="AtlasTexture" id=25]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=26]
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atlas = ExtResource( 5 )
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region = Rect2( 288, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=27]
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atlas = ExtResource( 5 )
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region = Rect2( 576, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=28]
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atlas = ExtResource( 5 )
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region = Rect2( 864, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=29]
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atlas = ExtResource( 5 )
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region = Rect2( 1152, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=30]
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atlas = ExtResource( 5 )
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region = Rect2( 1440, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=31]
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atlas = ExtResource( 5 )
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region = Rect2( 1728, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=32]
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atlas = ExtResource( 5 )
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region = Rect2( 2016, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=33]
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atlas = ExtResource( 5 )
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region = Rect2( 2304, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=34]
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atlas = ExtResource( 5 )
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region = Rect2( 2592, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=35]
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atlas = ExtResource( 5 )
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region = Rect2( 2880, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=36]
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atlas = ExtResource( 5 )
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region = Rect2( 3168, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=43]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 320, 288, 160 )
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@@ -154,124 +246,32 @@ region = Rect2( 3744, 320, 288, 160 )
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atlas = ExtResource( 5 )
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region = Rect2( 4032, 320, 288, 160 )
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[sub_resource type="AtlasTexture" id=58]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=59]
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atlas = ExtResource( 5 )
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region = Rect2( 288, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=60]
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atlas = ExtResource( 5 )
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region = Rect2( 576, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=61]
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atlas = ExtResource( 5 )
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region = Rect2( 864, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=62]
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atlas = ExtResource( 5 )
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region = Rect2( 1152, 480, 288, 160 )
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[sub_resource type="AtlasTexture" id=25]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=26]
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atlas = ExtResource( 5 )
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region = Rect2( 288, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=27]
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atlas = ExtResource( 5 )
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region = Rect2( 576, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=28]
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atlas = ExtResource( 5 )
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region = Rect2( 864, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=29]
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atlas = ExtResource( 5 )
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region = Rect2( 1152, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=30]
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atlas = ExtResource( 5 )
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region = Rect2( 1440, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=31]
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atlas = ExtResource( 5 )
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region = Rect2( 1728, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=32]
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atlas = ExtResource( 5 )
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region = Rect2( 2016, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=33]
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atlas = ExtResource( 5 )
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region = Rect2( 2304, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=34]
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atlas = ExtResource( 5 )
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region = Rect2( 2592, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=35]
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atlas = ExtResource( 5 )
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region = Rect2( 2880, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=36]
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atlas = ExtResource( 5 )
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region = Rect2( 3168, 160, 288, 160 )
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[sub_resource type="AtlasTexture" id=37]
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atlas = ExtResource( 5 )
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region = Rect2( 0, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=38]
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atlas = ExtResource( 5 )
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region = Rect2( 288, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=39]
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atlas = ExtResource( 5 )
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region = Rect2( 576, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=40]
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atlas = ExtResource( 5 )
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region = Rect2( 864, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=41]
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atlas = ExtResource( 5 )
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region = Rect2( 1152, 0, 288, 160 )
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[sub_resource type="AtlasTexture" id=42]
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atlas = ExtResource( 5 )
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region = Rect2( 1440, 0, 288, 160 )
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[sub_resource type="SpriteFrames" id=63]
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animations = [ {
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"frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
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"frames": [ SubResource( 37 ), SubResource( 38 ), SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ) ],
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"loop": true,
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"name": "Death",
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"name": "Idle",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ), SubResource( 49 ), SubResource( 50 ), SubResource( 51 ), SubResource( 52 ), SubResource( 53 ), SubResource( 54 ), SubResource( 55 ), SubResource( 56 ), SubResource( 57 ) ],
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"loop": true,
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"name": "Attack",
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"speed": 15.0
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}, {
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"frames": [ SubResource( 58 ), SubResource( 59 ), SubResource( 60 ), SubResource( 61 ), SubResource( 62 ) ],
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"loop": true,
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"name": "Hit",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
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"loop": true,
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"name": "Death",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 25 ), SubResource( 26 ), SubResource( 27 ), SubResource( 28 ), SubResource( 29 ), SubResource( 30 ), SubResource( 31 ), SubResource( 32 ), SubResource( 33 ), SubResource( 34 ), SubResource( 35 ), SubResource( 36 ) ],
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"loop": true,
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"name": "Walk",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 37 ), SubResource( 38 ), SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ) ],
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"frames": [ SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ), SubResource( 49 ), SubResource( 50 ), SubResource( 51 ), SubResource( 52 ), SubResource( 53 ), SubResource( 54 ), SubResource( 55 ), SubResource( 56 ), SubResource( 57 ) ],
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"loop": true,
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"name": "Idle",
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"speed": 5.0
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"name": "Attack",
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"speed": 15.0
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} ]
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[sub_resource type="CapsuleShape2D" id=64]
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@@ -299,7 +299,7 @@ position = Vector2( 2, -15 )
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scale = Vector2( 0.5, 0.5 )
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frames = SubResource( 63 )
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animation = "Idle"
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frame = 5
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frame = 1
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playing = true
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[node name="Sprite" type="Sprite" parent="."]
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|
@@ -10,49 +10,49 @@ var counter: int = 0
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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||||
velocity = Vector2.ZERO
|
||||
|
||||
if player and position.distance_to(player.position) > 1:
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||||
velocity = position.direction_to(player.position).normalized() * SPEED
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if player and position.distance_to(player.position) > 1:
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velocity = position.direction_to(player.position).normalized() * SPEED
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||||
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if hit == true:
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if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite.visible = false
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else:
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$AnimatedSprite.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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counter = 0
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hit = false
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if hit == true:
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||||
if counter < 15:
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if counter % 5 == 0:
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$AnimatedSprite.visible = false
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||||
else:
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$AnimatedSprite.visible = true
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counter += 1
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velocity = Vector2.ZERO
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else:
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counter = 0
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hit = false
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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||||
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||||
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||||
func _on_player_detector_body_entered(body: Node) -> void:
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||||
if body.is_in_group('player'):
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||||
player = body
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||||
return
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if body.is_in_group('player'):
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player = body
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||||
return
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func _on_player_detector_body_exited(body: Node) -> void:
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||||
if body.is_in_group('player'):
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player = null
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return
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||||
if body.is_in_group('player'):
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player = null
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return
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||||
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||||
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func _on_hitbox_area_entered(area: Area2D) -> void:
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||||
if area.is_in_group('player_weapon_1'):
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||||
health -= 1
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hit = true
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||||
elif area.is_in_group('player_weapon_2'):
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||||
health -= 2
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hit = true
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if area.is_in_group('player_weapon_1'):
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health -= 1
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hit = true
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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hit = true
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if health <= 0:
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||||
call_deferred('queue_free')
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||||
return
|
||||
if health <= 0:
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||||
call_deferred('queue_free')
|
||||
return
|
||||
|
@@ -10,65 +10,65 @@ var counter: int = 0
|
||||
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
velocity = Vector2.ZERO
|
||||
velocity = Vector2.ZERO
|
||||
|
||||
if player and position.distance_to(player.position) > 1:
|
||||
velocity = position.direction_to(player.position).normalized() * SPEED
|
||||
var angle = position.angle_to_point(player.position)
|
||||
if abs(angle) > PI/2:
|
||||
$AnimatedSprite1.scale.x = -0.563
|
||||
else:
|
||||
$AnimatedSprite1.scale.x = 0.563
|
||||
if player and position.distance_to(player.position) > 1:
|
||||
velocity = position.direction_to(player.position).normalized() * SPEED
|
||||
var angle = position.angle_to_point(player.position)
|
||||
if abs(angle) > PI/2:
|
||||
$AnimatedSprite1.scale.x = -0.563
|
||||
else:
|
||||
$AnimatedSprite1.scale.x = 0.563
|
||||
|
||||
if hit == true:
|
||||
if counter < 15:
|
||||
if counter % 5 == 0:
|
||||
$AnimatedSprite1.visible = false
|
||||
else:
|
||||
$AnimatedSprite1.visible = true
|
||||
counter += 1
|
||||
velocity = Vector2.ZERO
|
||||
else:
|
||||
counter = 0
|
||||
hit = false
|
||||
if hit == true:
|
||||
if counter < 15:
|
||||
if counter % 5 == 0:
|
||||
$AnimatedSprite1.visible = false
|
||||
else:
|
||||
$AnimatedSprite1.visible = true
|
||||
counter += 1
|
||||
velocity = Vector2.ZERO
|
||||
else:
|
||||
counter = 0
|
||||
hit = false
|
||||
|
||||
velocity = move_and_slide(velocity)
|
||||
return
|
||||
velocity = move_and_slide(velocity)
|
||||
return
|
||||
|
||||
|
||||
func _on_player_detector_body_entered(body: Node) -> void:
|
||||
if body.is_in_group('player'):
|
||||
player = body
|
||||
$AnimatedSprite1.animation = 'Running'
|
||||
return
|
||||
if body.is_in_group('player'):
|
||||
player = body
|
||||
$AnimatedSprite1.animation = 'Running'
|
||||
return
|
||||
|
||||
|
||||
func _on_player_detector_body_exited(body: Node) -> void:
|
||||
if body.is_in_group('player'):
|
||||
player = null
|
||||
$AnimatedSprite1.animation = 'Idle'
|
||||
return
|
||||
if body.is_in_group('player'):
|
||||
player = null
|
||||
$AnimatedSprite1.animation = 'Idle'
|
||||
return
|
||||
|
||||
|
||||
func _on_hitbox_area_entered(area: Area2D) -> void:
|
||||
if area.is_in_group('player_weapon_1'):
|
||||
health -= 1
|
||||
hit = true
|
||||
elif area.is_in_group('player_weapon_2'):
|
||||
health -= 2
|
||||
hit = true
|
||||
if area.is_in_group('player_weapon_1'):
|
||||
health -= 1
|
||||
hit = true
|
||||
elif area.is_in_group('player_weapon_2'):
|
||||
health -= 2
|
||||
hit = true
|
||||
|
||||
if health <= 0:
|
||||
call_deferred('queue_free')
|
||||
return
|
||||
if health <= 0:
|
||||
call_deferred('queue_free')
|
||||
return
|
||||
|
||||
func _on_Player_Detector__Attack_body_entered(body: Node) -> void:
|
||||
if body.is_in_group('player'):
|
||||
player = body
|
||||
$AnimatedSprite1.animation = 'Jump'
|
||||
if body.is_in_group('player'):
|
||||
player = body
|
||||
$AnimatedSprite1.animation = 'Jump'
|
||||
|
||||
|
||||
func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
|
||||
if body.is_in_group('player'):
|
||||
player = body
|
||||
$AnimatedSprite1.animation = 'Running'
|
||||
if body.is_in_group('player'):
|
||||
player = body
|
||||
$AnimatedSprite1.animation = 'Running'
|
||||
|
Reference in New Issue
Block a user