make rolling fiend animation speed scale with movement speed

This commit is contained in:
Haze Weathers 2023-05-17 00:09:09 -04:00
parent b77ea88c50
commit f88a3a1479
2 changed files with 3 additions and 3 deletions

View file

@ -2,7 +2,7 @@ extends "res://objects/enemy/enemy.gd"
const DIRS = [Vector2.DOWN, Vector2.RIGHT, Vector2.UP, Vector2.LEFT]
export var move_speed: float = 0.0
export var move_speed: float = 50.0
export var clockwise: bool = false
onready var floor_test = Physics2DShapeQueryParameters.new()
@ -12,6 +12,8 @@ var floor_direction: int = 0
var movement_accumulator: float = 0.0
func _ready():
# scale animation to move speed
$AnimatedSprite.speed_scale = inverse_lerp(0.0, 50.0, move_speed)
if clockwise:
$AnimatedSprite.flip_h = true
floor_test.set_shape(test_shape.shape)

View file

@ -34,13 +34,11 @@ extents = Vector2( 4, 3.75 )
[node name="RollingFiend" type="Node2D" groups=["enemy"]]
script = ExtResource( 3 )
score_for_killing = 40
move_speed = 50.0
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
material = SubResource( 5 )
position = Vector2( 4, 4 )
frames = SubResource( 3 )
frame = 1
playing = true
[node name="FloorTestShape" type="CollisionShape2D" parent="."]