fix projectiles not killing player
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7b0fb8ece5
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6 changed files with 9 additions and 10 deletions
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@ -1,18 +1,16 @@
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extends Node2D
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# speed to fly at
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export var speed = 240.0
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# group to kill
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var target_group = "enemy_hitbox"
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export var target_group = "enemy_hitbox"
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# direction to fly
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var direction = 1.0
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export var direction = 1.0
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# whether or not it frees on wall collision
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var breaks_on_wall = true
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export var breaks_on_wall = true
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#Edge to check culling, if this edge is offscreen, delete the arrow
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onready var cull_edge = Vector2(5 * direction,0)
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onready var player = get_parent().get_node("Player")
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onready var initial_sector = Game.current_sector
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func _ready():
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@ -936,8 +936,8 @@ script = ExtResource( 8 )
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[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/Shooting" to="." method="_on_Shooting_state_entered"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Airborne" to="." method="_on_Airborne_state_entered"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne" to="." method="_process_gravity"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_horizontal_movement"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_jump"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_horizontal_movement"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_entered"]
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[connection signal="state_exited" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_exited"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/LadderJump" to="." method="_on_LadderJump_state_entered"]
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