forked from team-sg/hero-mark-2
fix crash when arrows collide with multiple things at once (fixes #50)
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0ec9a3ec79
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c577f0a57c
2 changed files with 13 additions and 1 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=18 format=2]
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[gd_scene load_steps=19 format=2]
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[ext_resource path="res://objects/player/player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://objects/player/player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://tilesets/t_cave.tres" type="TileSet" id=2]
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[ext_resource path="res://tilesets/t_cave.tres" type="TileSet" id=2]
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@ -16,6 +16,7 @@
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[ext_resource path="res://objects/environment/falling_block/falling_block.tscn" type="PackedScene" id=14]
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[ext_resource path="res://objects/environment/falling_block/falling_block.tscn" type="PackedScene" id=14]
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[ext_resource path="res://objects/environment/moving_platform/moving_platform.tscn" type="PackedScene" id=15]
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[ext_resource path="res://objects/environment/moving_platform/moving_platform.tscn" type="PackedScene" id=15]
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[ext_resource path="res://objects/respawn_point.tscn" type="PackedScene" id=16]
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[ext_resource path="res://objects/respawn_point.tscn" type="PackedScene" id=16]
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[ext_resource path="res://objects/player/arrow_projectile.tscn" type="PackedScene" id=17]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 20 )
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extents = Vector2( 16, 20 )
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@ -117,3 +118,10 @@ position = Vector2( 88, 160 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RespawnPoint"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RespawnPoint"]
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position = Vector2( 0, -4 )
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position = Vector2( 0, -4 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="ArrowProjectile" parent="." instance=ExtResource( 17 )]
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position = Vector2( 128, 128 )
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[node name="ArrowProjectile2" parent="." instance=ExtResource( 17 )]
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position = Vector2( 198, 130 )
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speed = 0.0
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@ -64,6 +64,10 @@ func _exit_tree():
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get_tree().create_timer(particles.lifetime, false).connect("timeout", particles, "queue_free")
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get_tree().create_timer(particles.lifetime, false).connect("timeout", particles, "queue_free")
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func _make_sparks():
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func _make_sparks():
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# return if this has already happened to avoid crash
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if is_queued_for_deletion():
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return
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var particles = $SparkParticles
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var particles = $SparkParticles
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remove_child(particles)
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remove_child(particles)
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particles.global_position = global_position + particles.position * scale.x
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particles.global_position = global_position + particles.position * scale.x
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