Fixed debugger errors in many files and optimized some scenes/code

This commit is contained in:
VoidTwo
2021-12-12 23:55:59 -06:00
parent fc6dfdef4d
commit ef5ce684eb
39 changed files with 657 additions and 740 deletions

View File

@@ -1,38 +1,33 @@
extends AnimatedSprite
export(PackedScene) var object_scene: PackedScene = null
export var object_scene: PackedScene = null
var is_player_inside: bool = false
var is_opened: bool = false
var has_key: bool = false
onready var animation_player: AnimationPlayer = get_node("AnimationPlayer")
onready var tween: Tween = get_node("Key/Tween")
func _ready() -> void:
assert(object_scene!=null)
animation_player.play("closed")
assert(object_scene != null)
$AnimationPlayer.play('closed')
$Key/KeySprite.visible = false
func _input(event: InputEvent) -> void:
if is_player_inside and not is_opened:
is_opened = true
animation_player.play("open")
_drop_object()
return
func _on_area_body_entered(body: Node) -> void:
if body.is_in_group('player'):
$Area/CollisionShape2D.set_deferred('disabled', true)
$AnimationPlayer.play('open')
_drop_object()
return
func _drop_object() -> void:
#print($Key.position)
$Key/KeySprite.visible = true
tween.interpolate_property($Key, "position", Vector2(0,0), Vector2(0, -10), 1.0, Tween.TRANS_QUAD,
Tween.EASE_OUT)
tween.start()
yield(tween, "tween_completed")
$Key/KeySprite.visible = false
func _on_Area2D_player_entered(_player: KinematicBody2D) -> void:
is_player_inside = true
if not $Key/Tween.interpolate_property($Key, 'position', Vector2(0,0), Vector2(0, -10), 1.0,
Tween.TRANS_QUAD, Tween.EASE_OUT):
print('ERROR: Chest key animation has errors.')
if not $Key/Tween.start():
print('ERROR: Chest key animation failed to start.')
func _on_Area2D_player_exited(_player: KinematicBody2D) -> void:
is_player_inside = false
yield($Key/Tween, 'tween_completed')
$Key/KeySprite.visible = false
return