fixed problem where sg could 3 block jump into the next screen

This commit is contained in:
pennyrigate 2023-06-30 18:44:35 -04:00
parent 7ea93b421f
commit 85478370b4
2 changed files with 2 additions and 2 deletions

View file

@ -131,13 +131,13 @@ position = Vector2( 48, 120 )
[node name="AnimatedSprite" parent="RollingFiend" index="0"] [node name="AnimatedSprite" parent="RollingFiend" index="0"]
visible = false visible = false
frame = 1
[node name="SawTest2" type="AnimatedSprite" parent="RollingFiend"] [node name="SawTest2" type="AnimatedSprite" parent="RollingFiend"]
material = SubResource( 4 ) material = SubResource( 4 )
position = Vector2( 4, 4 ) position = Vector2( 4, 4 )
z_index = -3 z_index = -3
frames = SubResource( 5 ) frames = SubResource( 5 )
frame = 1
playing = true playing = true
[node name="Steam" parent="." instance=ExtResource( 23 )] [node name="Steam" parent="." instance=ExtResource( 23 )]

View file

@ -16,7 +16,7 @@ func _process(delta):
if not is_instance_valid(player): if not is_instance_valid(player):
player = get_tree().get_nodes_in_group("player").pop_front() player = get_tree().get_nodes_in_group("player").pop_front()
else: else:
var current_sector = Game.get_sector(player.global_position + Vector2(0.0, -5.0)) var current_sector = Game.get_sector(player.global_position + Vector2(0.0, 1.0))
if scroll_h && current_sector.x != last_sector.x: if scroll_h && current_sector.x != last_sector.x:
position.x = current_sector.x * Game.resolution.x position.x = current_sector.x * Game.resolution.x
if respawn_h: if respawn_h: