Bug fix and linking to another level
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4a95ec08f4
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3b37b568c5
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@ -42,9 +42,6 @@ func calculate_velocity(_delta :float,
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calc_inertia.x = calc_velocity.x
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calc_inertia.y = calc_velocity.y
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var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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#var calc_friction :Vector2 = Vector2.ZERO
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## Determine movement direction
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# If there is an inertia direction from existing velocity and
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# no desired movement we'll continue to travel in that direction.
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@ -262,7 +259,7 @@ func resolve_inertia(range_placement :int,
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inertia :float ,
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speed_range :Vector2, delta_acceleration :float) -> float:
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if speed_range.x != speed_range.y and delta_acceleration != 0.0:
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if speed_range.x != speed_range.y and is_zero_approx(delta_acceleration) == false:
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var direction_accel :float = delta_acceleration #* move_direction.x
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if speed_range.x > speed_range.y:
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direction_accel *= -1
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@ -294,7 +291,7 @@ func resolve_inertia(range_placement :int,
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max(inertia, speed_range.y))
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elif inertia != 0.0 and delta_acceleration != 0.0: ## We still have inertia but no difference in movement
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elif inertia != 0.0 and is_zero_approx(delta_acceleration) == false: ## We still have inertia but no difference in movement
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var clamped_speed = speed_range.x
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if speed_range.x < speed_range.y:
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clamped_speed = clamp(speed_range.x,0.0,speed_range.y)
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@ -305,7 +302,8 @@ func resolve_inertia(range_placement :int,
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else:
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## inertia is just base speed
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inertia = speed_range.x
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#calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
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if debug and speed_range.x == -90:
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var foo = 2+2
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return inertia
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@ -43,7 +43,7 @@ __meta__ = {
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[node name="LevelTransition2" parent="." index="6" instance=ExtResource( 4 )]
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position = Vector2( 332, 31 )
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_destination_level = "res://src/levels/TestBox.tscn"
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_destination_level = "res://src/levels/TC_01.tscn"
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_destination_position_name = "EnterRight"
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LevelTransition2" index="0"]
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