Fixed debugger errors in many files and optimized some scenes/code
This commit is contained in:
@@ -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
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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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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 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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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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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
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if health <= 0:
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call_deferred('queue_free')
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return
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61
Enemies/Ghost Enemy.gd
Normal file
61
Enemies/Ghost Enemy.gd
Normal file
@@ -0,0 +1,61 @@
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extends KinematicBody2D
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export var fireball: PackedScene
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var player: KinematicBody2D = null
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var move: Vector2 = Vector2.ZERO
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const SPEED: int = 50
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var counter: int = 0
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var velocity: Vector2 = Vector2.ZERO
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var health: int = 4
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func _ready() -> void:
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visible = false
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return
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func _physics_process(_delta: float) -> void:
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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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velocity = move_and_slide(velocity)
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return
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func _on_Area2D_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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if counter == 0:
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self.visible = true
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$AnimatedSprite.play('appear')
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counter = 1
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return
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func _on_AnimatedSprite_animation_finished() -> void:
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$AnimatedSprite.play('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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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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$AnimatedSprite.play('vanish')
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yield($AnimatedSprite, 'animation_finished')
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call_deferred('queue_free')
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return
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func _on_Projectile_Timer_timeout() -> void:
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if player:
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var projectile: Node = fireball.instance()
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projectile.init($AnimatedSprite.global_position, player.position)
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get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
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$AnimatedSprite.play('shriek')
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return
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@@ -4,7 +4,7 @@
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[ext_resource path="res://Sprites/Assets/ghost-idle.png" type="Texture" id=2]
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[ext_resource path="res://Sprites/Assets/ghost-shriek.png" type="Texture" id=3]
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[ext_resource path="res://Sprites/Assets/ghost-vanish.png" type="Texture" id=4]
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[ext_resource path="res://Enemies/Ghost_Enemy.gd" type="Script" id=5]
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[ext_resource path="res://Enemies/Ghost Enemy.gd" type="Script" id=5]
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[ext_resource path="res://Enemies/Projectiles/Fireball.tscn" type="PackedScene" id=6]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_14.png" type="Texture" id=7]
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@@ -36,29 +36,21 @@ region = Rect2( 320, 0, 64, 80 )
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atlas = ExtResource( 2 )
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region = Rect2( 384, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=8]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=23]
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atlas = ExtResource( 3 )
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region = Rect2( 128, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=9]
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atlas = ExtResource( 1 )
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region = Rect2( 64, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=24]
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atlas = ExtResource( 3 )
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region = Rect2( 192, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=10]
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atlas = ExtResource( 1 )
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region = Rect2( 128, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=22]
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atlas = ExtResource( 3 )
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region = Rect2( 64, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=11]
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atlas = ExtResource( 1 )
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region = Rect2( 192, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=12]
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atlas = ExtResource( 1 )
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region = Rect2( 256, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=13]
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atlas = ExtResource( 1 )
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region = Rect2( 320, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=21]
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atlas = ExtResource( 3 )
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region = Rect2( 0, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=14]
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atlas = ExtResource( 4 )
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@@ -88,21 +80,29 @@ region = Rect2( 320, 0, 64, 64 )
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atlas = ExtResource( 4 )
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region = Rect2( 384, 0, 64, 64 )
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[sub_resource type="AtlasTexture" id=23]
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atlas = ExtResource( 3 )
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region = Rect2( 128, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=8]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=24]
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atlas = ExtResource( 3 )
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region = Rect2( 192, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=9]
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atlas = ExtResource( 1 )
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region = Rect2( 64, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=22]
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atlas = ExtResource( 3 )
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region = Rect2( 64, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=10]
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atlas = ExtResource( 1 )
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region = Rect2( 128, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=21]
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atlas = ExtResource( 3 )
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region = Rect2( 0, 0, 64, 80 )
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[sub_resource type="AtlasTexture" id=11]
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atlas = ExtResource( 1 )
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region = Rect2( 192, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=12]
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atlas = ExtResource( 1 )
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region = Rect2( 256, 0, 64, 48 )
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[sub_resource type="AtlasTexture" id=13]
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atlas = ExtResource( 1 )
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region = Rect2( 320, 0, 64, 48 )
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[sub_resource type="SpriteFrames" id=25]
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animations = [ {
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@@ -111,9 +111,9 @@ animations = [ {
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"name": "idle",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ) ],
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"frames": [ SubResource( 23 ), SubResource( 24 ), SubResource( 22 ), SubResource( 21 ) ],
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"loop": true,
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"name": "appear",
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"name": "shriek",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ) ],
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@@ -121,9 +121,9 @@ animations = [ {
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"name": "vanish",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 23 ), SubResource( 24 ), SubResource( 22 ), SubResource( 21 ) ],
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"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ) ],
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"loop": true,
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"name": "shriek",
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"name": "appear",
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"speed": 5.0
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} ]
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@@ -144,10 +144,10 @@ orbit_velocity_random = 0.0
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color = Color( 0.729412, 0, 0, 1 )
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hue_variation = 1.0
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[node name="KinematicBody2D" type="KinematicBody2D"]
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[node name="Ghost Enemy" type="KinematicBody2D"]
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z_index = 2
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script = ExtResource( 5 )
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Fireball = ExtResource( 6 )
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fireball = ExtResource( 6 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 25 )
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@@ -165,9 +165,7 @@ shape = SubResource( 26 )
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position = Vector2( 0.530334, 11.3032 )
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shape = SubResource( 27 )
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[node name="Hitbox" type="Area2D" parent="." groups=[
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"enemy_hitbox_1",
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]]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
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light_mask = 0
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collision_layer = 4
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collision_mask = 2
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@@ -1,61 +0,0 @@
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extends KinematicBody2D
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# Declare member variables here. Examples:
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# var a: int = 2
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# var b: String = "text"
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export var Fireball: PackedScene
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onready var player = null
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var move = Vector2.ZERO
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var SPEED = 50
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var counter = 0
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var velocity: Vector2 = Vector2.ZERO
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var health: int = 4
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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self.visible = false
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func _physics_process(delta):
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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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velocity = move_and_slide(velocity)
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func _on_Area2D_body_entered(body):
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if body.is_in_group('player'):
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player = body
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if counter == 0:
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self.visible = true
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$AnimatedSprite.play("appear")
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counter = 1
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func _on_AnimatedSprite_animation_finished():
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$AnimatedSprite.play("idle")
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func _on_Hitbox_area_entered(area):
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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$AnimatedSprite.play("vanish")
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yield($AnimatedSprite, "animation_finished")
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call_deferred('queue_free')
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return
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func _on_Projectile_Timer_timeout():
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if player:
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var projectile: Node = Fireball.instance()
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projectile.init($AnimatedSprite.global_position, player.position)
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get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
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$AnimatedSprite.play("shriek")
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@@ -10,65 +10,65 @@ 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
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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 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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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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$AnimatedSprite1.visible = false
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else:
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$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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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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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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$AnimatedSprite1.animation = 'Running'
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return
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Running'
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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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return
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if health <= 0:
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call_deferred('queue_free')
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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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$AnimatedSprite1.animation = 'Jump'
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Jump'
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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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$AnimatedSprite1.animation = 'Running'
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if body.is_in_group('player'):
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player = body
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$AnimatedSprite1.animation = 'Running'
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|
@@ -1,47 +1,49 @@
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extends KinematicBody2D
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onready var SNOWBALL_BLUE_SCENE = preload("res://Enemies/Snowball Blue.tscn")
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onready var SNOWBALL_BLUE_SCENE: Resource = preload('res://Enemies/Snowball Blue.tscn')
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var player = null
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var move = Vector2.ZERO
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var speed = .5
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var player: KinematicBody2D = null
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var velocity: Vector2 = Vector2.ZERO
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const SPEED: int = 50
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var health: int = 2
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func _physics_process(delta: float) -> void:
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move = Vector2.ZERO
|
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func _physics_process(_delta: float) -> void:
|
||||
velocity = Vector2.ZERO
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||||
|
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if player != null:
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||||
move = position.direction_to(player.position) * speed
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else:
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move = Vector2.ZERO
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move = move.normalized()
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move = move_and_collide(move)
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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
|
||||
|
||||
velocity = move_and_slide(velocity)
|
||||
return
|
||||
|
||||
|
||||
func _on_Area2D_body_entered(body: Node) -> void:
|
||||
if body != self && !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
|
||||
player = body
|
||||
return
|
||||
|
||||
|
||||
func _on_Area2D_body_exited(body: Node) -> void:
|
||||
if !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
|
||||
player = null
|
||||
return
|
||||
|
||||
|
||||
func fire():
|
||||
func fire() -> void:
|
||||
var snowball = SNOWBALL_BLUE_SCENE.instance()
|
||||
snowball.position = get_global_position()
|
||||
snowball.player = player
|
||||
get_parent().add_child(snowball)
|
||||
$Timer.set_wait_time(1)
|
||||
return
|
||||
|
||||
|
||||
func _on_Timer_timeout() -> void:
|
||||
if player != null:
|
||||
fire()
|
||||
return
|
||||
|
||||
|
||||
func _on_player_detector_area_entered(area: Area2D) -> void:
|
||||
if area.get_parent().name == 'Player':
|
||||
@@ -49,10 +51,11 @@ func _on_player_detector_area_entered(area: Area2D) -> void:
|
||||
return
|
||||
|
||||
|
||||
func _on_player_detector_area_exited(_area: Area2D):
|
||||
func _on_player_detector_area_exited(_area: Area2D) -> void:
|
||||
player = null
|
||||
return
|
||||
|
||||
|
||||
func _on_hitbox_area_entered(area: Area2D) -> void:
|
||||
if area.is_in_group('player_weapon_1'):
|
||||
health -= 1
|
||||
|
@@ -1,47 +1,48 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
onready var SNOWBALL_SCENE = preload("res://Enemies/Snowball.tscn")
|
||||
onready var SNOWBALL_SCENE: Resource = preload('res://Enemies/Snowball.tscn')
|
||||
|
||||
var player = null
|
||||
var move = Vector2.ZERO
|
||||
var speed = .5
|
||||
var player: KinematicBody2D = null
|
||||
var velocity: Vector2 = Vector2.ZERO
|
||||
const SPEED: int = 50
|
||||
var health: int = 2
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
move = Vector2.ZERO
|
||||
func _physics_process(_delta: float) -> void:
|
||||
velocity = Vector2.ZERO
|
||||
|
||||
if player != null:
|
||||
move = position.direction_to(player.position) * speed
|
||||
else:
|
||||
move = Vector2.ZERO
|
||||
|
||||
move = move.normalized()
|
||||
move = move_and_collide(move)
|
||||
if player and position.distance_to(player.position) > 1:
|
||||
velocity = position.direction_to(player.position).normalized() * SPEED
|
||||
|
||||
velocity = move_and_slide(velocity)
|
||||
return
|
||||
|
||||
|
||||
func _on_Area2D_body_entered(body: Node) -> void:
|
||||
if body != self && !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
|
||||
player = body
|
||||
return
|
||||
|
||||
|
||||
func _on_Area2D_body_exited(body: Node) -> void:
|
||||
if !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
|
||||
player = null
|
||||
return
|
||||
|
||||
|
||||
func fire():
|
||||
func fire() -> void:
|
||||
var snowball = SNOWBALL_SCENE.instance()
|
||||
snowball.position = get_global_position()
|
||||
snowball.player = player
|
||||
get_parent().add_child(snowball)
|
||||
$Timer.set_wait_time(1)
|
||||
return
|
||||
|
||||
|
||||
func _on_Timer_timeout() -> void:
|
||||
if player != null:
|
||||
fire()
|
||||
return
|
||||
|
||||
|
||||
func _on_player_detector_area_entered(area: Area2D) -> void:
|
||||
@@ -50,12 +51,12 @@ func _on_player_detector_area_entered(area: Area2D) -> void:
|
||||
return
|
||||
|
||||
|
||||
func _on_player_detector_area_exited(_area: Area2D):
|
||||
func _on_player_detector_area_exited(_area: Area2D) -> void:
|
||||
player = null
|
||||
return
|
||||
|
||||
|
||||
func _on_hitbox_area_entered(area: Area2D) -> void:
|
||||
print("HIT")
|
||||
if area.is_in_group('player_weapon_1'):
|
||||
health -= 1
|
||||
elif area.is_in_group('player_weapon_2'):
|
||||
|
Reference in New Issue
Block a user