diff --git a/objects/enemy/cop.gd b/objects/enemy/cop.gd index 1703492..013a844 100644 --- a/objects/enemy/cop.gd +++ b/objects/enemy/cop.gd @@ -49,7 +49,7 @@ func _physics_process(delta): if Game.get_sector(global_position) == Game.get_sector(collider.global_position): if Game.is_easy_mode: var easy_bullet = EasyBullet.instance() - easy_bullet.target_group = "player" + easy_bullet.target_group = "player_hitbox" easy_bullet.direction = sign(shoot_position.global_position.x - global_position.x) easy_bullet.global_position = shoot_position.global_position easy_bullet.speed = 100 diff --git a/objects/enemy/enemy_arrow.tscn b/objects/enemy/enemy_arrow.tscn index 020aaed..398b4ba 100644 --- a/objects/enemy/enemy_arrow.tscn +++ b/objects/enemy/enemy_arrow.tscn @@ -21,6 +21,7 @@ _data = [ Vector2( 0, 1 ), 0.0, -1.45746, 0, 0, Vector2( 1, 0 ), 0.00323196, 0.0 [node name="ArrowProjectile" type="Node2D"] script = ExtResource( 3 ) +target_group = "player_hitbox" [node name="Sprite" type="Sprite" parent="."] material = SubResource( 1 ) diff --git a/objects/enemy/roboturret.gd b/objects/enemy/roboturret.gd index 7c6a0fd..4fcb76d 100644 --- a/objects/enemy/roboturret.gd +++ b/objects/enemy/roboturret.gd @@ -30,7 +30,7 @@ func spawn_bullet(): var arrow = ArrowProjectile.instance() arrow.global_position = global_position + (shootpos.position * scale) arrow.direction = sign(shootpos.position.x) * scale.x - arrow.target_group = "player" + arrow.target_group = "player_hitbox" arrow.speed = arrow_speed Game.get_map().add_child(arrow) timer.start(shoot_time) diff --git a/objects/enemy/skelarcher.gd b/objects/enemy/skelarcher.gd index b957e5a..f5533ea 100644 --- a/objects/enemy/skelarcher.gd +++ b/objects/enemy/skelarcher.gd @@ -33,7 +33,7 @@ func spawn_arrow(): else: arrow.global_position = global_position + arrow_spawn_l.position arrow.direction = scale.x - arrow.target_group = "player" + arrow.target_group = "player_hitbox" arrow.speed = arrow_speed Game.get_map().add_child(arrow) timer.start(shoot_time) diff --git a/objects/player/arrow_projectile.gd b/objects/player/arrow_projectile.gd index d2ea850..05b8dab 100644 --- a/objects/player/arrow_projectile.gd +++ b/objects/player/arrow_projectile.gd @@ -1,18 +1,16 @@ extends Node2D +# speed to fly at export var speed = 240.0 - # group to kill -var target_group = "enemy_hitbox" +export var target_group = "enemy_hitbox" # direction to fly -var direction = 1.0 - +export var direction = 1.0 # whether or not it frees on wall collision -var breaks_on_wall = true +export var breaks_on_wall = true #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.current_sector func _ready(): diff --git a/objects/player/player_scholar.tscn b/objects/player/player_scholar.tscn index 7434f07..73f1aaf 100644 --- a/objects/player/player_scholar.tscn +++ b/objects/player/player_scholar.tscn @@ -936,8 +936,8 @@ script = ExtResource( 8 ) [connection signal="state_entered" from="StateChart/Root/Movement/Grounded/Shooting" to="." method="_on_Shooting_state_entered"] [connection signal="state_entered" from="StateChart/Root/Movement/Airborne" to="." method="_on_Airborne_state_entered"] [connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne" to="." method="_process_gravity"] -[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_horizontal_movement"] [connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_jump"] +[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_horizontal_movement"] [connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_entered"] [connection signal="state_exited" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_exited"] [connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/LadderJump" to="." method="_on_LadderJump_state_entered"]