fix INACTIVE state in player

This commit is contained in:
Haze Weathers 2023-01-22 13:59:48 -05:00
parent 343151ebdf
commit d57194597e

View file

@ -38,12 +38,12 @@ func _ready():
Game.respawn_point = global_position Game.respawn_point = global_position
func _physics_process(delta): func _physics_process(delta):
if current_state == State.INACTIVE:
return
axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down")) axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))
#Check ladder #Check ladder
check_ladder() check_ladder()
match current_state: match current_state:
State.INACTIVE:
return
State.IDLE: State.IDLE:
_process_idle() _process_idle()
continue continue
@ -270,6 +270,8 @@ func check_ladder():
#climb_ray.position.x = 4 * sprite.scale.x #climb_ray.position.x = 4 * sprite.scale.x
func die(): func die():
if current_state == State.INACTIVE:
return
var new_particles = death_particles.duplicate() var new_particles = death_particles.duplicate()
get_parent().add_child(new_particles) get_parent().add_child(new_particles)
new_particles.global_position = global_position new_particles.global_position = global_position
@ -296,6 +298,8 @@ func die():
sprite.visible = true sprite.visible = true
func _on_AnimationPlayer_animation_finished(anim_name): func _on_AnimationPlayer_animation_finished(anim_name):
if current_state == State.INACTIVE:
return
#Return to idle after slash #Return to idle after slash
if anim_name == "stab": if anim_name == "stab":
current_state = State.IDLE current_state = State.IDLE