Jump adjustments for crap jumps.
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@ -356,7 +356,7 @@ func _state_process_physics_fall():
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func _state_process_physics_jump():
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flip_sprite_to_movement_direction()
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#Apparently we're instantly landing
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# if parent.is_on_floor():
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# #modifier.reference()
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@ -373,6 +373,15 @@ func _state_process_physics_jump():
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apply_state_modifier(current_state.get_movement_parameters()),
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desired_movement_vector )
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)
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## Just slightly bump away from ledge we're bumping into
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if (($"%JumpAdjustorBack".is_colliding() and !$"%JumpAdjustorFront".is_colliding()) or
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(!$"%JumpAdjustorBack".is_colliding() and $"%JumpAdjustorFront".is_colliding())):
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if $"%JumpAdjustorBack".is_colliding():
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parent.global_position.x += sign(parent.transform.x.x)
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else:
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parent.global_position.x += sign(parent.transform.x.x * -1)
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func _state_process_physics_move():
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# flip sprite in direction
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@ -105,7 +105,7 @@ states = [ ExtResource( 4 ), ExtResource( 9 ), ExtResource( 7 ), ExtResource( 8
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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animation = "ledge-grab"
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animation = "jump"
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script = ExtResource( 5 )
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__meta__ = {
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"_aseprite_wizard_config_": {
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@ -143,7 +143,21 @@ position = Vector2( 6, -16 )
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enabled = true
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cast_to = Vector2( 4, 4 )
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[node name="LadderDetector" type="RayCast2D" parent="." index="6"]
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[node name="JumpAdjustorBack" type="RayCast2D" parent="." index="6"]
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unique_name_in_owner = true
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modulate = Color( 0, 1, 0, 1 )
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position = Vector2( -8, -12 )
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enabled = true
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cast_to = Vector2( 5, -14 )
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[node name="JumpAdjustorFront" type="RayCast2D" parent="." index="7"]
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unique_name_in_owner = true
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modulate = Color( 0, 1, 0, 1 )
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position = Vector2( 7, -12 )
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enabled = true
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cast_to = Vector2( -5, -14 )
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[node name="LadderDetector" type="RayCast2D" parent="." index="8"]
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unique_name_in_owner = true
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modulate = Color( 0, 1, 0, 1 )
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enabled = true
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@ -152,25 +166,25 @@ collision_mask = 1024
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collide_with_areas = true
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collide_with_bodies = false
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[node name="AudioStreamPlayer_StateReceiver" parent="." index="7"]
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[node name="AudioStreamPlayer_StateReceiver" parent="." index="9"]
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sound_effects = [ SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="8"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="10"]
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position = Vector2( 0, 2 )
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shape = SubResource( 1 )
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script = ExtResource( 31 )
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callable_state_machine = NodePath("../Movement_StateMachine")
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[node name="Health_Component" parent="." index="9" instance=ExtResource( 17 )]
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[node name="Health_Component" parent="." index="11" instance=ExtResource( 17 )]
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unique_name_in_owner = true
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max_health = 100
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[node name="Stamina_Component" parent="." index="10" instance=ExtResource( 29 )]
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[node name="Stamina_Component" parent="." index="12" instance=ExtResource( 29 )]
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unique_name_in_owner = true
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max_stamina = 50
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recovery_rate = 2
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[node name="Hurtbox_Component" parent="." index="11" instance=ExtResource( 16 )]
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[node name="Hurtbox_Component" parent="." index="13" instance=ExtResource( 16 )]
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collision_layer = 16
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collision_mask = 128
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hurtbox_entered_function = "hit_Receiver"
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@ -182,13 +196,13 @@ shape = SubResource( 2 )
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script = ExtResource( 34 )
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callable_state_machine = NodePath("../../Movement_StateMachine")
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[node name="Interactable_Receiver" type="Node" parent="." index="12"]
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[node name="Interactable_Receiver" type="Node" parent="." index="14"]
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script = ExtResource( 21 )
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interactable_parent_callback = "touch_the_thing"
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[node name="PewMachine" parent="." index="13" instance=ExtResource( 28 )]
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[node name="PewMachine" parent="." index="15" instance=ExtResource( 28 )]
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[node name="Hitbox_Component" parent="." index="14" instance=ExtResource( 33 )]
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[node name="Hitbox_Component" parent="." index="16" instance=ExtResource( 33 )]
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collision_layer = 192
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damage_amount = 10
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