feature/Prototype_R_LEVEL #47
@ -1,9 +1,6 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
signal player_touched
|
||||
|
||||
|
||||
var velocity = Vector2()
|
||||
export var direction = -1
|
||||
export var detect_edges = true
|
||||
@ -32,7 +29,7 @@ func _physics_process(_delta: float) -> void:
|
||||
for i in get_slide_count():
|
||||
var collision = get_slide_collision(i)
|
||||
if collision.collider.name == "Player":
|
||||
emit_signal("player_touched")
|
||||
Event.emit_signal("player_touched", 3)
|
||||
|
||||
Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
|
||||
|
||||
|
@ -1,9 +1,6 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
signal player_touched
|
||||
|
||||
|
||||
export var direction = -1
|
||||
export var speed = 50
|
||||
export var follow_path = false
|
||||
@ -82,7 +79,7 @@ func get_velocity_towards_target(delta: float) -> Vector2:
|
||||
|
||||
func wall_checker_collided(wall_checker: RayCast2D) -> void:
|
||||
if wall_checker.get_collider().name == "Player":
|
||||
emit_signal("player_touched")
|
||||
Event.emit_signal("player_touched", 3)
|
||||
direction *= -1
|
||||
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
|
||||
|
||||
|
@ -1,9 +1,6 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
signal player_touched
|
||||
|
||||
|
||||
onready var start_position = position
|
||||
var velocity = Vector2()
|
||||
export var speed = 50.0
|
||||
@ -25,7 +22,7 @@ func _physics_process(delta: float) -> void:
|
||||
return_to_start = true
|
||||
$AnimatedSprite.play("normal")
|
||||
if collision.collider.name == "Player":
|
||||
emit_signal("player_touched")
|
||||
Event.emit_signal("player_touched", 3)
|
||||
Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
|
||||
|
||||
if position.y <= start_position.y:
|
||||
|
Loading…
Reference in New Issue
Block a user