diff --git a/scenes/player/player.gd b/scenes/player/player.gd index 92f02ad..cf0fe30 100644 --- a/scenes/player/player.gd +++ b/scenes/player/player.gd @@ -5,7 +5,8 @@ const DEADZONE: float = 0.1 @export var id: int = 1 @export var max_speed: float = 90 -@onready var hit_scene: PackedScene = preload("res://scenes/hit/power_hit.tscn") +@onready var small_hit_scene: PackedScene = preload("res://scenes/hit/small_hit.tscn") +@onready var power_hit_scene: PackedScene = preload("res://scenes/hit/power_hit.tscn") @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var anim_player: AnimationPlayer = $AnimationPlayer @onready var state_machine: StateMachine = $StateMachine diff --git a/scenes/player/states/hitting.gd b/scenes/player/states/hitting.gd index de79c93..a5c6065 100644 --- a/scenes/player/states/hitting.gd +++ b/scenes/player/states/hitting.gd @@ -37,10 +37,10 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: ) var sprite_texture: Texture2D = player.sprite.sprite_frames.get_frame_texture(player.sprite.animation, 1) - var hit_node: Hit + var hit_node: Area2D if hit_type == "left" or hit_type == "right": - hit_node = player.hit_scene.instantiate() + hit_node = player.small_hit_scene.instantiate() # flip entire node horizontally if spawning left # flip vertically if player 2 hit_node.scale = Vector2( @@ -57,7 +57,7 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: (sprite_texture.get_height()*-1) if player.id == 1 else 4 ) elif hit_type == "power": - hit_node = player.hit_scene.instantiate() + hit_node = player.power_hit_scene.instantiate() player.add_child(hit_node) @@ -74,7 +74,7 @@ func _on_hit_end() -> void: print("cooldown end") assert(hit_node_ref != null, "hit node is null") - var hit_node: Hit = hit_node_ref.get_ref() + var hit_node: Area2D = hit_node_ref.get_ref() if hit_node and is_instance_valid(hit_node): hit_node.queue_free()