rename hit variables
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56004d5b9b
commit
51846f007f
3 changed files with 13 additions and 13 deletions
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@ -2,7 +2,7 @@ extends PlayerState
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var previous_state_path: String
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var hit_dir: String
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var hit_type: String
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var hit_node_ref: WeakRef
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@ -11,19 +11,19 @@ func _enter(_previous_state_path: String, _data: Dictionary[String, Variant] = {
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player.velocity = Vector2.ZERO
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player.move_and_slide()
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assert(
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_data.get("hit_dir") == "left" or _data.get("hit_dir") == "right",
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"Invalid hit_dir ("+str(_data.get("hit_dir"))+")."
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_data.get("hit") == "left" or _data.get("hit") == "right",
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"Invalid hit_type ("+str(_data.get("hit"))+")."
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)
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print("previous state path: "+_previous_state_path)
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previous_state_path = _previous_state_path
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hit_dir = _data.get("hit_dir")
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hit_type = _data.get("hit")
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#player.sprite.play('up' if player.id == 1 else 'down')
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#player.sprite.frame = 1
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#player.sprite.pause()
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player.anim_player.play("hit_"+hit_dir+"_up" if player.id == 1 else "hit_"+hit_dir+"_down")
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player.anim_player.play("hit_"+hit_type+"_up" if player.id == 1 else "hit_"+hit_type+"_down")
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assert(
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player.anim_player.current_animation == "hit_left_up" or
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player.anim_player.current_animation == "hit_left_down" or
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@ -38,7 +38,7 @@ func _enter(_previous_state_path: String, _data: Dictionary[String, Variant] = {
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# flip entire node horizontally if spawning left
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# flip vertically if player 2
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hit_node.scale = Vector2(
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-1 if hit_dir == "left" else 1,
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-1 if hit_type == "left" else 1,
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1 if player.id == 1 else -1
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)
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player.add_child(hit_node)
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@ -46,7 +46,7 @@ func _enter(_previous_state_path: String, _data: Dictionary[String, Variant] = {
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# set position according to frame width and height
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@warning_ignore("integer_division")
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hit_node.global_position = player.global_position + Vector2(
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(sprite_texture.get_width()/2)*(-1 if hit_dir == "left" else 1),
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(sprite_texture.get_width()/2)*(-1 if hit_type == "left" else 1),
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(sprite_texture.get_height()*-1) if player.id == 1 else 4
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)
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@ -74,10 +74,10 @@ func _on_hit_end() -> void:
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
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print("transitioning to hitting left")
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finished.emit(HITTING, {"hit_dir": "left"})
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finished.emit(HITTING, {"hit": "left"})
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
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print("transitioning to hitting right")
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finished.emit(HITTING, {"hit_dir": "right"})
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finished.emit(HITTING, {"hit": "right"})
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return
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printerr("hit cooldown did not return")
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@ -22,8 +22,8 @@ func _state_physics_update(_delta: float) -> void:
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finished.emit(RUNNING)
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
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finished.emit(HITTING, {"hit_dir": "left"})
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finished.emit(HITTING, {"hit": "left"})
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
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finished.emit(HITTING, {"hit_dir": "right"})
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finished.emit(HITTING, {"hit": "right"})
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return
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@ -17,10 +17,10 @@ func _state_physics_update(_delta: float) -> void:
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finished.emit(IDLE)
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return
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elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_left'):
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finished.emit(HITTING, {"hit_dir": "left"})
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finished.emit(HITTING, {"hit": "left"})
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return
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elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_right'):
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finished.emit(HITTING, {"hit_dir": "right"})
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finished.emit(HITTING, {"hit": "right"})
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return
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if abs(player.velocity.x) > abs(player.velocity.y):
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