From 45cff3f039dd4fe9f2609076c56124f1b52f0556 Mon Sep 17 00:00:00 2001 From: Dustin Date: Sat, 12 Apr 2025 14:32:45 -0700 Subject: [PATCH] I have bug. both players jump. Resources need to be unique per player somehow. --- project.godot | 4 ++-- .../players/playerE/PlayerE-Movement_StateReceiver.gd | 9 ++++++--- src/ui/PlayerHUD.gd | 5 +++-- 3 files changed, 11 insertions(+), 7 deletions(-) diff --git a/project.godot b/project.godot index 6663bd0..c00c0f0 100644 --- a/project.godot +++ b/project.godot @@ -284,8 +284,8 @@ crouch_1={ } jump_1={ "deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":32,"unicode":0,"echo":false,"script":null) -, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) +"events": [ Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } dash_1={ diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 1561393..10e4772 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -39,7 +39,8 @@ func get_movement_direction() -> float: var _wants_jump :bool func wants_jump() -> bool: if Input.is_action_just_pressed("jump_" + str(player_number)) and stamina_component.stamina >= state_stamina_cost["jump"]: - desired_movement_vector.y = UP + ##Bugfix: Both players jump. + #desired_movement_vector.y = UP _wants_jump = true return true else: @@ -130,7 +131,8 @@ func flip_sprite_to_movement_direction(): parent.transform.x.x = desired_movement_vector.x func _state_process_physics_idle(): - if desired_movement_vector.y == UP: + ##Bugfix + if _wants_jump: request_state_change.call_func('jump') if _wants_crouch == true: @@ -303,7 +305,7 @@ func _state_process_physics_move(): # flip sprite in direction flip_sprite_to_movement_direction() - if desired_movement_vector.y == UP: + if _wants_jump: request_state_change.call_func('jump') if desired_movement_vector.x == 0: @@ -428,6 +430,7 @@ func _state_process_physics_crouch_move(): # print("Movement State Idle State Entered!") func _on_state_entered_jump(): + print ("how many times do I get called?") #TODO: Make this a state variable # I used to call it 'jump_force' like an idiot. velocity.y = -200 diff --git a/src/ui/PlayerHUD.gd b/src/ui/PlayerHUD.gd index 2523373..2b731f7 100644 --- a/src/ui/PlayerHUD.gd +++ b/src/ui/PlayerHUD.gd @@ -18,5 +18,6 @@ func _ready(): selected_inventory_items.set_player_number(player_number) # Called every frame. 'delta' is the elapsed time since the previous frame. -#func _process(delta): -# pass +func _process(delta): + if PlayerInfo.get_player_data(player_number - 1) == null: + visible = false