adjusted position

This commit is contained in:
pennyrigate 2023-11-24 21:48:42 -05:00
parent a9c7106c3b
commit fc7b6c1722
2 changed files with 9 additions and 4 deletions

View file

@ -1,12 +1,16 @@
extends Node2D
onready var cast = $RayCast2D
export var speed = 80
export var fall_speed = 80
var fall = false
onready var refresh_timer = $RefreshTimer
onready var anims = $AnimationPlayer
onready var startpos = position
func _ready():
# adjust to difficulty
fall_speed *= Game.enemy_speed_factor
func _physics_process(delta):
if cast.is_colliding():
var collider = cast.get_collider()
@ -15,7 +19,7 @@ func _physics_process(delta):
fall = true
if fall == true:
position.y += speed * delta
position.y += fall_speed * delta
if !refresh_timer.is_stopped() && refresh_timer.get_time_left() <= 0.6:
anims.play("disappear")

View file

@ -105,17 +105,18 @@ tracks/2/keys = {
script = ExtResource( 2 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 4, 0 )
position = Vector2( 4, 3 )
texture = ExtResource( 1 )
[node name="RayCast2D" type="RayCast2D" parent="."]
position = Vector2( 3, 0 )
position = Vector2( 3, 3 )
enabled = true
cast_to = Vector2( 0, 40 )
collision_mask = 10
collide_with_areas = true
[node name="Hitbox" type="Area2D" parent="."]
position = Vector2( 0, 3 )
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]