🧱: Level 3.1 is ready

main
Ervan Lefevre 2 years ago
parent 1056e5419e
commit 5024b58f39
  1. 1
      nodes/obstacle/rock.tscn
  2. 10
      nodes/player/player.gd
  3. 31
      scenes/poc.tscn

@ -7,7 +7,6 @@
size = Vector2(32, 32)
[node name="rock" type="RigidBody2D" groups=["obstacle"]]
can_sleep = false
script = ExtResource("1_pft6b")
[node name="shape" type="CollisionShape2D" parent="."]

@ -27,7 +27,7 @@ var use_gravity = {
}
var can_grab_obstacles = {
"climb": false,
"climb": true,
"die": false,
"idle": true,
"jump": false,
@ -114,7 +114,7 @@ func climb_state(_delta):
if is_on_ceiling():
var direction = Input.get_axis("player_left", "player_right")
velocity = Vector2(direction * SPEED, 0)
velocity = Vector2(direction * SPEED, -1)
if Input.is_action_just_pressed("player_jump") and is_on_wall():
var wall_position = get_slide_collision(0).get_normal().x
@ -164,9 +164,15 @@ func handle_grab():
drop_obstacle()
func do_grab(obstacle):
# BUGFIX : When grabbing a rock, allows other rocks to fall
for ob in get_tree().get_nodes_in_group("obstacle"):
if ob.has_method("set_sleeping"):
ob.sleeping = false
grabbed_obstacle = obstacle
obstacle.grabbed($oriented_container)
func drop_obstacle():
grabbed_obstacle.dropped()
grabbed_obstacle = null

File diff suppressed because one or more lines are too long
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