fix projectiles not killing player

This commit is contained in:
Haze Weathers 2023-05-10 14:34:03 -04:00
parent 7b0fb8ece5
commit e1b5c498f3
6 changed files with 9 additions and 10 deletions

View file

@ -49,7 +49,7 @@ func _physics_process(delta):
if Game.get_sector(global_position) == Game.get_sector(collider.global_position): if Game.get_sector(global_position) == Game.get_sector(collider.global_position):
if Game.is_easy_mode: if Game.is_easy_mode:
var easy_bullet = EasyBullet.instance() var easy_bullet = EasyBullet.instance()
easy_bullet.target_group = "player" easy_bullet.target_group = "player_hitbox"
easy_bullet.direction = sign(shoot_position.global_position.x - global_position.x) easy_bullet.direction = sign(shoot_position.global_position.x - global_position.x)
easy_bullet.global_position = shoot_position.global_position easy_bullet.global_position = shoot_position.global_position
easy_bullet.speed = 100 easy_bullet.speed = 100

View file

@ -21,6 +21,7 @@ _data = [ Vector2( 0, 1 ), 0.0, -1.45746, 0, 0, Vector2( 1, 0 ), 0.00323196, 0.0
[node name="ArrowProjectile" type="Node2D"] [node name="ArrowProjectile" type="Node2D"]
script = ExtResource( 3 ) script = ExtResource( 3 )
target_group = "player_hitbox"
[node name="Sprite" type="Sprite" parent="."] [node name="Sprite" type="Sprite" parent="."]
material = SubResource( 1 ) material = SubResource( 1 )

View file

@ -30,7 +30,7 @@ func spawn_bullet():
var arrow = ArrowProjectile.instance() var arrow = ArrowProjectile.instance()
arrow.global_position = global_position + (shootpos.position * scale) arrow.global_position = global_position + (shootpos.position * scale)
arrow.direction = sign(shootpos.position.x) * scale.x arrow.direction = sign(shootpos.position.x) * scale.x
arrow.target_group = "player" arrow.target_group = "player_hitbox"
arrow.speed = arrow_speed arrow.speed = arrow_speed
Game.get_map().add_child(arrow) Game.get_map().add_child(arrow)
timer.start(shoot_time) timer.start(shoot_time)

View file

@ -33,7 +33,7 @@ func spawn_arrow():
else: else:
arrow.global_position = global_position + arrow_spawn_l.position arrow.global_position = global_position + arrow_spawn_l.position
arrow.direction = scale.x arrow.direction = scale.x
arrow.target_group = "player" arrow.target_group = "player_hitbox"
arrow.speed = arrow_speed arrow.speed = arrow_speed
Game.get_map().add_child(arrow) Game.get_map().add_child(arrow)
timer.start(shoot_time) timer.start(shoot_time)

View file

@ -1,18 +1,16 @@
extends Node2D extends Node2D
# speed to fly at
export var speed = 240.0 export var speed = 240.0
# group to kill # group to kill
var target_group = "enemy_hitbox" export var target_group = "enemy_hitbox"
# direction to fly # direction to fly
var direction = 1.0 export var direction = 1.0
# whether or not it frees on wall collision # whether or not it frees on wall collision
var breaks_on_wall = true export var breaks_on_wall = true
#Edge to check culling, if this edge is offscreen, delete the arrow #Edge to check culling, if this edge is offscreen, delete the arrow
onready var cull_edge = Vector2(5 * direction,0) onready var cull_edge = Vector2(5 * direction,0)
onready var player = get_parent().get_node("Player")
onready var initial_sector = Game.current_sector onready var initial_sector = Game.current_sector
func _ready(): func _ready():

View file

@ -936,8 +936,8 @@ script = ExtResource( 8 )
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/Shooting" to="." method="_on_Shooting_state_entered"] [connection signal="state_entered" from="StateChart/Root/Movement/Grounded/Shooting" to="." method="_on_Shooting_state_entered"]
[connection signal="state_entered" from="StateChart/Root/Movement/Airborne" to="." method="_on_Airborne_state_entered"] [connection signal="state_entered" from="StateChart/Root/Movement/Airborne" to="." method="_on_Airborne_state_entered"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne" to="." method="_process_gravity"] [connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne" to="." method="_process_gravity"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_horizontal_movement"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_jump"] [connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_jump"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_horizontal_movement"]
[connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_entered"] [connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_entered"]
[connection signal="state_exited" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_exited"] [connection signal="state_exited" from="StateChart/Root/Movement/Airborne/Jump/NormalJump" to="." method="_on_NormalJump_state_exited"]
[connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/LadderJump" to="." method="_on_LadderJump_state_entered"] [connection signal="state_entered" from="StateChart/Root/Movement/Airborne/Jump/LadderJump" to="." method="_on_LadderJump_state_entered"]