fixed respawning

This commit is contained in:
pennyrigate 2023-01-15 01:41:24 -05:00
parent c3f32de2df
commit 923c28a8df
3 changed files with 18 additions and 7 deletions

View file

@ -15,10 +15,14 @@ func _ready():
func _process(delta):
#Scroll screen when player is on different sector
current_sector = (player.global_position / resolution).floor()
if current_sector != last_sector:
Game.respawn_point = player.global_position + Vector2(8,0)
if scroll_h: position.x = current_sector.x * resolution.x
if scroll_v: position.y = current_sector.y * resolution.y
if scroll_h && current_sector.x != last_sector.x:
Game.respawn_point = player.global_position + Vector2(8,0) # Set respawn point
position.x = current_sector.x * resolution.x # Move camera
last_sector = current_sector
Game.current_sector = current_sector
if scroll_v && current_sector.y != last_sector.y:
Game.respawn_point = player.global_position + Vector2(0,-8) # Set respawn point
position.y = current_sector.y * resolution.y # Move camera
last_sector = current_sector
Game.current_sector = current_sector

View file

@ -32,6 +32,9 @@ onready var deathtiles = map.get_node("Death")
##Preload
var pre_arrow = preload("res://objects/player/arrow_projectile.tscn")
#Set initial respawn point
func _ready():
Game.respawn_point = global_position
func _physics_process(delta):
axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))