diff --git a/maps/test_room.tscn b/maps/test_room.tscn index 75a5f6d..5ba26d4 100644 --- a/maps/test_room.tscn +++ b/maps/test_room.tscn @@ -42,7 +42,10 @@ tile_data = PoolIntArray( 786454, 0, 65537, 786455, 0, 65537, 851990, 0, 65537, position = Vector2( 120, 120 ) [node name="Slime" parent="." instance=ExtResource( 10 )] -position = Vector2( 84, -7 ) +position = Vector2( 264, 168 ) + +[node name="Slime2" parent="." instance=ExtResource( 10 )] +position = Vector2( 264, 160 ) [node name="Arrow" parent="." instance=ExtResource( 13 )] position = Vector2( 184, 163 ) diff --git a/objects/player/arrow_projectile.gd b/objects/player/arrow_projectile.gd index d2fde6e..4e8ea05 100644 --- a/objects/player/arrow_projectile.gd +++ b/objects/player/arrow_projectile.gd @@ -10,7 +10,7 @@ var direction = 1.0 #Edge to check culling, if this edge is offscreen, delete the arrow onready var cull_edge = Vector2(5 * direction,0) onready var player = get_parent().get_node("Player") -onready var initial_sector = Game.get_sector(player.global_position) +onready var initial_sector = Game.current_sector func _ready(): #Flip depending on direction