beta gameplay in beta levels ;)
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4 changed files with 26 additions and 6 deletions
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@ -33,6 +33,8 @@ export var jump_release_force: float = 0.25
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export var double_jump_force: float = 122.0
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## if on turn on oxygentimer to kill player
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export var underwater = false
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## old player controls
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export var beta_gameplay = false
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# velocity
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var velocity: Vector2 = Vector2.ZERO
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@ -92,6 +94,7 @@ func _ready() -> void:
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state_chart.set_guard_property("can_respawn", true)
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state_chart.set_guard_property("use_iframes", use_iframes)
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state_chart.set_guard_property("red_feather", false)
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state_chart.set_guard_property("beta_gameplay", beta_gameplay)
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# state chart debug
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$StateDebugLayer/StateChartDebug.target = state_chart
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# set lung size
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@ -470,10 +473,10 @@ func _process_climbing(delta: float) -> void:
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# if sign(_attached_ladder.middle - global_position.x) != horizontal_dir:
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# global_position.x -= graphics.scale.x * 3.0
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# state_chart.send_event("ladder_detach")#
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elif Input.is_action_just_pressed("move_left") and _attached_ladder.can_climb_left:
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elif Input.is_action_just_pressed("move_left") and _attached_ladder.can_climb_left and not beta_gameplay:
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global_position.x = _attached_ladder.left_snap
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graphics.scale.x = 1.0
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elif Input.is_action_just_pressed("move_right") and _attached_ladder.can_climb_right:
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elif Input.is_action_just_pressed("move_right") and _attached_ladder.can_climb_right and not beta_gameplay:
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global_position.x = _attached_ladder.right_snap
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graphics.scale.x = -1.0
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else:
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@ -595,3 +598,7 @@ func _on_ShieldTimer_timeout():
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func _on_ShieldCooldown_timeout():
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can_shield = true
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Audio.play_sound(Audio.a_shield_cooldown,Audio.ac_boss)
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func _on_BetaFalling_state_entered() -> void:
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velocity.x = 0.0
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