Camera transitions can now force bump a player over a threshold.

This commit is contained in:
Nitsud Yarg 2024-06-23 09:52:23 -07:00
parent 36828498c4
commit 0194c26e8e
2 changed files with 7 additions and 3 deletions

View File

@ -22,7 +22,7 @@ __meta__ = {
}
[node name="Player" parent="." instance=ExtResource( 14 )]
position = Vector2( 506, 35 )
position = Vector2( 1063, 116 )
[node name="CameraControl" type="Position2D" parent="."]
pause_mode = 2

View File

@ -10,7 +10,7 @@ onready var timer: Timer = $Timer
#onready var parent = $Player
##TODO: Quick and dirty because we need to pause these
#onready var player_node = $"../Player"
onready var player_node :KinematicBody2D = $"../Player"
#onready var level_node = $"../Level"
func _ready():
@ -57,6 +57,7 @@ func update_grid_position():
$Camera2D.smoothing_enabled = true
jump_to_grid_position()
#wait for stability.
player_node.global_translate(Vector2(0,-10))
yield(timer, "timeout")
$Camera2D.smoothing_enabled = false
get_tree().paused = false
@ -66,7 +67,10 @@ func update_grid_position():
timer.start()
$Camera2D.smoothing_enabled = true
jump_to_grid_position()
#wait for stability.
# FINALLY Got one that works. I tried all sorts of stuff to move this thing!?
player_node.global_translate(Vector2(0,10))
# while(timer.time_left > 0):
# timer.time_left / timer.wait_time
yield(timer, "timeout")
$Camera2D.smoothing_enabled = false
get_tree().paused = false