Bug Fixes for updash and horizontal dash
This commit is contained in:
parent
e2ccf87792
commit
7451279024
3 changed files with 18 additions and 7 deletions
|
|
@ -15,7 +15,7 @@ class_name ActiveItem extends Item
|
||||||
active_item_uses.add_child(uses_left_icon.instantiate())
|
active_item_uses.add_child(uses_left_icon.instantiate())
|
||||||
|
|
||||||
func collect() -> bool:
|
func collect() -> bool:
|
||||||
if (player.active_item == null):
|
if (player.active_item == null or (player.active_item.item_name == item_name and player.active_item.uses < uses)):
|
||||||
player.active_item = self
|
player.active_item = self
|
||||||
uses = uses
|
uses = uses
|
||||||
actually_collect()
|
actually_collect()
|
||||||
|
|
@ -36,7 +36,8 @@ func trigger_activation():
|
||||||
func activate():
|
func activate():
|
||||||
assert(false)
|
assert(false)
|
||||||
|
|
||||||
func remove():
|
func remove(reset_player_active = true):
|
||||||
uses = 0
|
uses = 0
|
||||||
player.active_item = null
|
if reset_player_active:
|
||||||
|
player.active_item = null
|
||||||
self.queue_free()
|
self.queue_free()
|
||||||
|
|
|
||||||
|
|
@ -21,10 +21,11 @@ func activate():
|
||||||
dash_dir = player.earth_aligner.global_from_local(Vector2.RIGHT * player.facing * 1600)
|
dash_dir = player.earth_aligner.global_from_local(Vector2.RIGHT * player.facing * 1600)
|
||||||
player.inv_time = max(player.inv_time, dash_time)
|
player.inv_time = max(player.inv_time, dash_time)
|
||||||
|
|
||||||
func remove():
|
func remove(reset_player_active = true):
|
||||||
if(dash_timer != null):
|
if(dash_timer != null):
|
||||||
player.active_item = null
|
if reset_player_active:
|
||||||
|
player.active_item = null
|
||||||
await dash_timer.timeout
|
await dash_timer.timeout
|
||||||
super()
|
super(false)
|
||||||
else:
|
else:
|
||||||
super()
|
super()
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,6 @@
|
||||||
extends ActiveItem
|
extends ActiveItem
|
||||||
var cooldown = 10
|
var cooldown = 10
|
||||||
|
var timer : SceneTreeTimer
|
||||||
|
|
||||||
func actually_collect():
|
func actually_collect():
|
||||||
player.set_cooldown(cooldown)
|
player.set_cooldown(cooldown)
|
||||||
|
|
@ -8,5 +9,13 @@ func activate():
|
||||||
$UpdashSound.play()
|
$UpdashSound.play()
|
||||||
player.activate_cooldown()
|
player.activate_cooldown()
|
||||||
player.reset_to_velocity = Vector2(0,1)
|
player.reset_to_velocity = Vector2(0,1)
|
||||||
await get_tree().create_timer(0.1).timeout
|
timer = get_tree().create_timer(0.1)
|
||||||
|
await timer.timeout
|
||||||
player.reset_to_velocity = Vector2(0, -2400)
|
player.reset_to_velocity = Vector2(0, -2400)
|
||||||
|
|
||||||
|
func remove(reset_player_active = true):
|
||||||
|
if reset_player_active:
|
||||||
|
player.active_item = null
|
||||||
|
if timer != null and timer.time_left > 0:
|
||||||
|
await timer.timeout
|
||||||
|
super(false)
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue