fix hit preload
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2 changed files with 6 additions and 5 deletions
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@ -5,7 +5,8 @@ const DEADZONE: float = 0.1
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@export var id: int = 1
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@export var max_speed: float = 90
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@onready var hit_scene: PackedScene = preload("res://scenes/hit/power_hit.tscn")
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@onready var small_hit_scene: PackedScene = preload("res://scenes/hit/small_hit.tscn")
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@onready var power_hit_scene: PackedScene = preload("res://scenes/hit/power_hit.tscn")
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var anim_player: AnimationPlayer = $AnimationPlayer
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@onready var state_machine: StateMachine = $StateMachine
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@ -37,10 +37,10 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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)
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var sprite_texture: Texture2D = player.sprite.sprite_frames.get_frame_texture(player.sprite.animation, 1)
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var hit_node: Hit
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var hit_node: Area2D
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if hit_type == "left" or hit_type == "right":
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hit_node = player.hit_scene.instantiate()
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hit_node = player.small_hit_scene.instantiate()
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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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@ -57,7 +57,7 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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(sprite_texture.get_height()*-1) if player.id == 1 else 4
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)
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elif hit_type == "power":
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hit_node = player.hit_scene.instantiate()
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hit_node = player.power_hit_scene.instantiate()
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player.add_child(hit_node)
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@ -74,7 +74,7 @@ func _on_hit_end() -> void:
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print("cooldown end")
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assert(hit_node_ref != null, "hit node is null")
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var hit_node: Hit = hit_node_ref.get_ref()
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var hit_node: Area2D = hit_node_ref.get_ref()
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if hit_node and is_instance_valid(hit_node):
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hit_node.queue_free()
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