changed the way the fall sprite works

This commit is contained in:
pennyrigate 2023-06-20 08:20:35 -04:00
parent 67e9a93b2b
commit 929b63c454
10 changed files with 179 additions and 42 deletions

View file

@ -52,7 +52,7 @@ onready var ladder_detector: RayCast2D = $"%LadderDetector"
onready var death_splatter_position: Position2D = $"%DeathSplatterPosition"
onready var pushable_detector: RayCast2D = $"%PushableDetector"
onready var oxygen_timer = $OxygenTimer
onready var oxygen_origin = oxygen_timer.wait_time
onready var low_oxygen_label = $LowOxygenLabel
# OVERRIDES #
func _ready() -> void:
@ -100,6 +100,15 @@ func _physics_process(delta: float) -> void:
if ladder_detector.is_colliding():
state_chart.send_event("ladder_touched")
# show oxygen count on low oxygen
if underwater:
if oxygen_timer.time_left < 5:
low_oxygen_label.text = str(floor(oxygen_timer.time_left) + 1)
else:
low_oxygen_label.text = ""
else:
low_oxygen_label.text = ""
#Cheats
#CFox mode
if Debug.cfox_mode == true:
@ -175,7 +184,7 @@ func _on_NormalJump_state_exited() -> void:
func _on_LadderJump_state_entered() -> void:
velocity.y = -jump_force
Audio.play_sound(Audio.a_jump, Audio.ac_jump)
animation_player.play("jump")
animation_player.play("ladder_jump")
func _on_DoubleJump_state_entered() -> void:
velocity.y = -double_jump_force