Limited shooting speed
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e60c141d18
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BIN
art/Pedestal.png
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BIN
art/Pedestal.png
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34
art/Pedestal.png.import
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34
art/Pedestal.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/Pedestal.png-f6a4ccc42650ccc85d61ebbcd8e99b28.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://art/Pedestal.png"
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dest_files=[ "res://.import/Pedestal.png-f6a4ccc42650ccc85d61ebbcd8e99b28.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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@ -82,7 +82,7 @@ position = Vector2( 0, -6 )
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rotation = 1.5708
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[node name="Wand" type="Sprite" parent="HoldPosition"]
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position = Vector2( 10, 0 )
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position = Vector2( 9, -4.76837e-007 )
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rotation = 1.5708
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texture = ExtResource( 4 )
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@ -115,6 +115,10 @@ anims/Running = SubResource( 5 )
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wait_time = 0.1
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one_shot = true
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[node name="ShootDelay" type="Timer" parent="."]
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wait_time = 0.4
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one_shot = true
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[node name="Hitbox" type="Area2D" parent="."]
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visible = false
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position = Vector2( 0, -7 )
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@ -10,5 +10,3 @@ position = Vector2( 152, 157 )
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[node name="TileMap" parent="." instance=ExtResource( 2 )]
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tile_data = PoolIntArray( 0, 0, 8, 1, 0, 10, 2, 0, 10, 3, 0, 10, 4, 0, 10, 5, 0, 10, 6, 0, 10, 7, 0, 10, 8, 0, 10, 9, 0, 10, 10, 0, 10, 11, 0, 10, 12, 0, 10, 13, 0, 10, 14, 0, 10, 15, 0, 10, 16, 0, 10, 17, 0, 10, 18, 0, 10, 19, 0, 10, 20, 0, 10, 21, 0, 11, 65536, 0, 65544, 65537, 0, 131078, 65538, 0, 196617, 65539, 0, 196617, 65540, 0, 196617, 65541, 0, 196617, 65542, 0, 196617, 65543, 0, 196617, 65544, 0, 196617, 65545, 0, 196617, 65546, 0, 196617, 65547, 0, 196617, 65548, 0, 196617, 65549, 0, 196617, 65550, 0, 196617, 65551, 0, 196617, 65552, 0, 196617, 65553, 0, 196617, 65554, 0, 196617, 65555, 0, 196617, 65556, 0, 131077, 65557, 0, 131083, 131072, 0, 65544, 131073, 0, 131083, 131092, 0, 65544, 131093, 0, 131083, 196608, 0, 65544, 196609, 0, 131083, 196628, 0, 65544, 196629, 0, 131083, 262144, 0, 65544, 262145, 0, 131083, 262164, 0, 65544, 262165, 0, 131083, 327680, 0, 65544, 327681, 0, 131083, 327700, 0, 65544, 327701, 0, 131083, 393216, 0, 65544, 393217, 0, 131083, 393236, 0, 65544, 393237, 0, 131083, 458752, 0, 65544, 458753, 0, 131083, 458772, 0, 65544, 458773, 0, 131083, 524288, 0, 65544, 524289, 0, 131083, 524308, 0, 65544, 524309, 0, 131083, 589824, 0, 65544, 589825, 0, 131083, 589844, 0, 65544, 589845, 0, 131083, 655360, 0, 65544, 655361, 0, 131083, 655380, 0, 65544, 655381, 0, 131083, 720896, 0, 65544, 720897, 0, 65542, 720898, 0, 10, 720899, 0, 10, 720900, 0, 10, 720901, 0, 10, 720902, 0, 10, 720903, 0, 10, 720904, 0, 10, 720905, 0, 10, 720906, 0, 10, 720907, 0, 10, 720908, 0, 10, 720909, 0, 10, 720910, 0, 10, 720911, 0, 10, 720912, 0, 10, 720913, 0, 10, 720914, 0, 10, 720915, 0, 10, 720916, 0, 65541, 720917, 0, 131083, 786432, 0, 196616, 786433, 0, 196617, 786434, 0, 196617, 786435, 0, 196617, 786436, 0, 196617, 786437, 0, 196617, 786438, 0, 196617, 786439, 0, 196617, 786440, 0, 196617, 786441, 0, 196617, 786442, 0, 196617, 786443, 0, 196617, 786444, 0, 196617, 786445, 0, 196617, 786446, 0, 196617, 786447, 0, 196617, 786448, 0, 196617, 786449, 0, 196617, 786450, 0, 196617, 786451, 0, 196617, 786452, 0, 196617, 786453, 0, 196619 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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@ -21,11 +21,13 @@ onready var Spr: Sprite = $Sprite
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onready var Occluder: LightOccluder2D = $Sprite/LightOccluder2D
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onready var Anim: AnimationPlayer = $AnimationPlayer
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onready var CoyoteTimer: Timer = $CoyoteTimer
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onready var ShootDelay: Timer = $ShootDelay
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onready var StateMachine: Node = $PlayerStateMachine
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onready var HoldPosition: Node2D = $HoldPosition
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onready var ProjectileSpawn: Node2D = $HoldPosition/ProjectileSpawn
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func _ready():
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gravity = 2 * max_jump_height / pow(jump_duration, 2)
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max_jump_velocity = -sqrt(2 * gravity * max_jump_height)
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@ -43,10 +45,8 @@ func handle_move_input():
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HoldPosition.look_at(get_global_mouse_position())
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HoldPosition.rotation_degrees
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if Input.is_action_just_pressed("shoot"):
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fire_projectile()
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print("fire")
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if input_direction > 0:
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Spr.flip_h = false
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@ -61,17 +61,17 @@ func jump():
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CoyoteTimer.stop()
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func fire_projectile():
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if ShootDelay.is_stopped():
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var temp = projectile_ps.instance()
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get_tree().current_scene.add_child(temp)
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temp.global_position = ProjectileSpawn.global_position
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temp.rotation_degrees = HoldPosition.rotation_degrees
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temp.launch()
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ShootDelay.start()
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func apply_gravity(delta, modifier = 1):
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velocity.y += gravity * delta * modifier
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func apply_movement():
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if velocity.x > -1 and velocity.x < 1:
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velocity.x = 0
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