From 7abd3fbb423841077c772eb3a88aac9741248fe2 Mon Sep 17 00:00:00 2001 From: Hazel Snider Date: Fri, 20 Jan 2023 23:36:51 -0500 Subject: [PATCH] fix player not being able to shoot while skeleton arrows exist --- objects/player/player.gd | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/objects/player/player.gd b/objects/player/player.gd index c17a16e..ed1d2b7 100644 --- a/objects/player/player.gd +++ b/objects/player/player.gd @@ -207,6 +207,7 @@ func spawn_arrow(): global_position.y + arrowpos.y ) arrow.direction = sprite.scale.x + arrow.add_to_group("player_arrow") map.add_child(arrow) func check_jump(): @@ -238,13 +239,13 @@ func check_double_jump(): func check_shoot(): #Only Shoot if have arrows and there are no arrows onscreen - if Input.is_action_just_pressed("shoot") && Game.arrows > 0 && get_tree().get_nodes_in_group("arrow").size() == 0: + if Input.is_action_just_pressed("shoot") && Game.arrows > 0 && get_tree().get_nodes_in_group("player_arrow").size() == 0: current_state = State.SHOOT if is_on_floor(): anims.play("shoot grounded") else: anims.play("shoot air") #Shoot immediately in air - + func move(hsp,vsp,flip:bool): if is_on_floor() or can_move_in_air: velocity.x = hsp * axis.x