make rolling fiend animation speed scale with movement speed
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2 changed files with 3 additions and 3 deletions
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@ -2,7 +2,7 @@ extends "res://objects/enemy/enemy.gd"
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const DIRS = [Vector2.DOWN, Vector2.RIGHT, Vector2.UP, Vector2.LEFT]
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const DIRS = [Vector2.DOWN, Vector2.RIGHT, Vector2.UP, Vector2.LEFT]
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export var move_speed: float = 0.0
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export var move_speed: float = 50.0
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export var clockwise: bool = false
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export var clockwise: bool = false
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onready var floor_test = Physics2DShapeQueryParameters.new()
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onready var floor_test = Physics2DShapeQueryParameters.new()
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@ -12,6 +12,8 @@ var floor_direction: int = 0
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var movement_accumulator: float = 0.0
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var movement_accumulator: float = 0.0
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func _ready():
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func _ready():
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# scale animation to move speed
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$AnimatedSprite.speed_scale = inverse_lerp(0.0, 50.0, move_speed)
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if clockwise:
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if clockwise:
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$AnimatedSprite.flip_h = true
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$AnimatedSprite.flip_h = true
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floor_test.set_shape(test_shape.shape)
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floor_test.set_shape(test_shape.shape)
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@ -34,13 +34,11 @@ extents = Vector2( 4, 3.75 )
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[node name="RollingFiend" type="Node2D" groups=["enemy"]]
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[node name="RollingFiend" type="Node2D" groups=["enemy"]]
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script = ExtResource( 3 )
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script = ExtResource( 3 )
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score_for_killing = 40
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score_for_killing = 40
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move_speed = 50.0
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 5 )
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material = SubResource( 5 )
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position = Vector2( 4, 4 )
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position = Vector2( 4, 4 )
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frames = SubResource( 3 )
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frames = SubResource( 3 )
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frame = 1
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playing = true
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playing = true
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[node name="FloorTestShape" type="CollisionShape2D" parent="."]
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[node name="FloorTestShape" type="CollisionShape2D" parent="."]
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