forked from team-sg/hero-mark-2
fix turning platforms suspending SG again
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parent
8d2c0248e1
commit
ad59e73568
2 changed files with 12 additions and 11 deletions
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@ -2,12 +2,12 @@ extends Node2D
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onready var anims = $AnimationPlayer
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onready var anims = $AnimationPlayer
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onready var flip_timer = $FlipTimer
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onready var flip_timer = $FlipTimer
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onready var delay_timer = $DelayTimer
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onready var delay_timer = $DelayTimer
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onready var body = $StaticBody2D
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onready var static_body = $StaticBody2D
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export var time:float = 60
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export var time:float = 60
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export var delay = 0.0
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export var delay = 0.0
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export(int, "Wood", "Yellow") var color
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export(int, "Wood", "Yellow") var color
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onready var time_ms = time / 60.0 # Time is converted from frames @ 60fps to ms
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onready var time_ms = time / 60.0 # Time is converted from frames @ 60fps to ms
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onready var collision_layer = body.collision_layer
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onready var collision_layer = static_body.collision_layer
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func _ready():
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func _ready():
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#Auto start if delay variable is zero
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#Auto start if delay variable is zero
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@ -25,6 +25,7 @@ func _on_AnimationPlayer_animation_finished(anim_name):
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anims.play("idle")
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anims.play("idle")
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flip_timer.start(time_ms)
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flip_timer.start(time_ms)
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func _on_FlipTimer_timeout():
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func _on_FlipTimer_timeout():
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anims.play("turn")
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anims.play("turn")
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@ -34,10 +35,10 @@ func _on_DelayTimer_timeout():
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flip_timer.start(time_ms)
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flip_timer.start(time_ms)
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func _on_DetectPlayer_area_entered(area):
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func _on_DetectPlayer_body_entered(body: Node) -> void:
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if area.is_in_group("player_hitbox"):
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if body.is_in_group("player"):
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body.collision_layer = 0
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static_body.collision_layer = 0
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func _on_DetectPlayer_area_exited(area):
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func _on_DetectPlayer_body_exited(body: Node) -> void:
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if area.is_in_group("player_hitbox"):
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if body.is_in_group("player"):
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body.collision_layer = collision_layer
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static_body.collision_layer = collision_layer
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@ -122,7 +122,7 @@ one_way_collision_margin = 0.0
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[node name="DetectPlayer" type="Area2D" parent="."]
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[node name="DetectPlayer" type="Area2D" parent="."]
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collision_layer = 0
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collision_layer = 0
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collision_mask = 2
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collision_mask = 128
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monitorable = false
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monitorable = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DetectPlayer"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DetectPlayer"]
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@ -138,8 +138,8 @@ anims/turn = SubResource( 3 )
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[node name="DelayTimer" type="Timer" parent="."]
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[node name="DelayTimer" type="Timer" parent="."]
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one_shot = true
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one_shot = true
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[connection signal="area_entered" from="DetectPlayer" to="." method="_on_DetectPlayer_area_entered"]
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[connection signal="body_entered" from="DetectPlayer" to="." method="_on_DetectPlayer_body_entered"]
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[connection signal="area_exited" from="DetectPlayer" to="." method="_on_DetectPlayer_area_exited"]
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[connection signal="body_exited" from="DetectPlayer" to="." method="_on_DetectPlayer_body_exited"]
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]
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[connection signal="timeout" from="FlipTimer" to="." method="_on_FlipTimer_timeout"]
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[connection signal="timeout" from="FlipTimer" to="." method="_on_FlipTimer_timeout"]
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[connection signal="timeout" from="DelayTimer" to="." method="_on_DelayTimer_timeout"]
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[connection signal="timeout" from="DelayTimer" to="." method="_on_DelayTimer_timeout"]
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