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