added new type of falling block

This commit is contained in:
pennyrigate 2023-05-01 04:45:34 -04:00
parent 05339e3ac1
commit fe61dafe6c
8 changed files with 93 additions and 35 deletions

View file

@ -8,6 +8,13 @@ onready var refresh_timer = $RefreshTimer
onready var crush_area = $CrushArea
onready var collision_shape = $CollisionShape2D
onready var anims = $AnimationPlayer
onready var sprite = $Sprite
func _ready():
#Easy Mode
if Game.is_easy_mode:
fall_speed *= Game.easy_mode_speed_factor
fall_timer.wait_time /= Game.easy_mode_speed_factor
func _physics_process(delta):
#Fall
@ -26,13 +33,15 @@ func _physics_process(delta):
func _on_Area2D_area_entered(area):
if area.is_in_group("player"):
fall_timer.start()
sprite.frame = 1
func _on_VisibilityNotifier2D_screen_exited():
position = startpos
fall = false
refresh_timer.stop()
anims.play("disappear", -1, -1.0, true)
#func _on_VisibilityNotifier2D_screen_exited():
# position = startpos
# fall = false
# refresh_timer.stop()
# anims.play("disappear", -1, -1.0, true)
func _on_RefreshTimer_timeout():
collision_shape.disabled = true # disable collision
@ -42,6 +51,7 @@ func _on_RefreshTimer_timeout():
fall = false
anims.play("idle")
anims.play("disappear", -1, -1.0, true)
sprite.frame = 0
func _on_FallTimer_timeout():
fall = true
@ -49,4 +59,5 @@ func _on_FallTimer_timeout():
#func _on_Area2D_area_exited(area):
# fall_timer.stop()
# if area.is_in_group("player") && graphic == Graphics.GRAVEYARD:
# sprite.frame = 0