diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index d07e581..8095202 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -156,7 +156,7 @@ func _state_process_physics_idle(): #parent_request_state_change.call_func('attack_sword') attack_secondary() - if $"../LadderDetector".is_colliding() and _wants_climb == true: + if $"%LadderDetector".is_colliding() and _wants_climb == true: request_state_change.call_func('climb') func attack_primary(): @@ -246,7 +246,7 @@ func _state_process_physics_enter_right(): move_actor_as_desired(parent.transform.x.x) func _state_process_physics_land(): - $"../LedgeDetector".set_enabled(true) + $"%LedgeDetector".set_enabled(true) if current_state.animation_finished == true: request_state_change.call_func('idle') @@ -275,10 +275,10 @@ func _state_process_physics_hurt(): func _state_process_physics_fall(): flip_sprite_to_movement_direction() - if $"../LedgeDetector".is_colliding() and !$"../WallDetector".is_colliding(): + if $"%LedgeDetector".is_colliding() and !$"%WallDetector".is_colliding(): #print("it touched me!") if debug_component: - UiManager.debug_text = (str($"../LedgeDetector".get_collision_point())) + UiManager.debug_text = (str($"%LedgeDetector".get_collision_point())) request_state_change.call_func('ledge_grab') if parent.is_on_floor(): @@ -317,10 +317,10 @@ func _state_process_physics_move(): move_actor_as_desired() func get_climb_shape_location() -> Vector2: - if $"../LadderDetector".is_colliding(): - var point: Vector2 = $"../LadderDetector".get_collision_point() - var shape_id = $"../LadderDetector".get_collider_shape() - var object = $"../LadderDetector".get_collider() + if $"%LadderDetector".is_colliding(): + var point: Vector2 = $"%LadderDetector".get_collision_point() + var shape_id = $"%LadderDetector".get_collider_shape() + var object = $"%LadderDetector".get_collider() # This appears to get the shapes location! var area = Physics2DServer.area_get_transform(object) @@ -360,7 +360,7 @@ func _state_process_physics_climb(): func _state_process_physics_ledge_grab(): if debug_component: UiManager.debug_text = (str(velocity)) - $"../LedgeDetector".set_enabled(false) + $"%LedgeDetector".set_enabled(false) if _wants_jump: request_state_change.call_func('ledge_climb') diff --git a/src/actors/players/playerE/PlayerE.tscn b/src/actors/players/playerE/PlayerE.tscn index 4820d27..0a732e5 100644 --- a/src/actors/players/playerE/PlayerE.tscn +++ b/src/actors/players/playerE/PlayerE.tscn @@ -110,18 +110,21 @@ __meta__ = { script = ExtResource( 6 ) [node name="LedgeDetector" type="RayCast2D" parent="." index="3"] +unique_name_in_owner = true modulate = Color( 0, 1, 0, 1 ) position = Vector2( 8, -10 ) enabled = true cast_to = Vector2( 1.36422e-12, -1 ) [node name="WallDetector" type="RayCast2D" parent="." index="4"] +unique_name_in_owner = true modulate = Color( 0, 1, 0, 1 ) position = Vector2( 6, -16 ) enabled = true cast_to = Vector2( 4, 4 ) [node name="LadderDetector" type="RayCast2D" parent="." index="5"] +unique_name_in_owner = true modulate = Color( 0, 1, 0, 1 ) enabled = true cast_to = Vector2( 1.36422e-12, 20 )