forked from team-sg/hero-mark-2
fix some ladder bugs
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parent
19638bb520
commit
b5d985c834
1 changed files with 14 additions and 5 deletions
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@ -310,11 +310,20 @@ func _process_climbing(delta: float) -> void:
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elif Input.is_action_just_pressed("shoot"):
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global_position.x -= graphics.scale.x * 3.0
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state_chart.send_event("ladder_detach")
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if Input.is_action_pressed("ui_down") and is_on_floor():
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var horizontal_dir = sign(Input.get_axis("ui_left", "ui_right"))
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if sign(_attached_ladder.middle - global_position.x) != horizontal_dir:
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global_position.x -= graphics.scale.x * 2.0
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state_chart.send_event("ladder_detach")
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# # auto-dismount on ground
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# elif Input.is_action_pressed("ui_down") and is_on_floor():
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# var horizontal_dir = sign(Input.get_axis("ui_left", "ui_right"))
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# if sign(_attached_ladder.middle - global_position.x) != horizontal_dir:
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# global_position.x -= graphics.scale.x * 3.0
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# state_chart.send_event("ladder_detach")#
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else:
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var ladder_dir = sign(_attached_ladder.middle - global_position.x)
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if ladder_dir >= 0.0:
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global_position.x = _attached_ladder.left_snap
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graphics.scale.x = 1.0
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else:
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global_position.x = _attached_ladder.right_snap
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graphics.scale.x = -1.0
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func _process_jump(delta: float) -> void:
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if velocity.y >= 0.0:
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