refactor bolt and energy

This commit is contained in:
Chris Cromer 2022-11-21 02:20:18 -03:00
parent b6a5a1f829
commit 63e4527fce
2 changed files with 3 additions and 14 deletions

View File

@ -18,7 +18,7 @@ public class Bolt : Area2D
Disconnect("body_entered", this, "OnBoltBodyEntered"); Disconnect("body_entered", this, "OnBoltBodyEntered");
SetCollisionMaskBit((int) Game.PhysicsLayer.Player, false); SetCollisionMaskBit((int) Game.PhysicsLayer.Player, false);
SetCollisionLayerBit((int) Game.PhysicsLayer.Collectable, false); SetCollisionLayerBit((int) Game.PhysicsLayer.Collectable, false);
if (String.Equals(body.Name, "Player")) if (body.Name.Equals("Player"))
{ {
Collected(); Collected();
} }

View File

@ -4,12 +4,11 @@ using System;
public class Energy : Area2D public class Energy : Area2D
{ {
private Event _event; private Event _event;
private AnimatedSprite _sprite;
public override void _Ready() public override void _Ready()
{ {
_event = GetNode<Event>("/root/Event"); _event = GetNode<Event>("/root/Event");
_sprite = GetNode<AnimatedSprite>("AnimatedSprite"); GetNode<AnimatedSprite>("AnimatedSprite").Play();
} }
public void OnEnergyBodyEntered(Node body) public void OnEnergyBodyEntered(Node body)
@ -17,20 +16,10 @@ public class Energy : Area2D
Disconnect("body_entered", this, "OnEnergyBodyEntered"); Disconnect("body_entered", this, "OnEnergyBodyEntered");
SetCollisionMaskBit((int) Game.PhysicsLayer.Player, false); SetCollisionMaskBit((int) Game.PhysicsLayer.Player, false);
SetCollisionLayerBit((int) Game.PhysicsLayer.Collectable, false); SetCollisionLayerBit((int) Game.PhysicsLayer.Collectable, false);
if (String.Equals(body.Name, "Player")) if (body.Name.Equals("Player"))
{ {
_event.EmitSignal("EnergyCollected", 1); _event.EmitSignal("EnergyCollected", 1);
} }
QueueFree(); QueueFree();
} }
public void OnVisibilityNotifier2DScreenEntered()
{
_sprite.Play();
}
public void OnVisibilityNotifier2DScreenExited()
{
_sprite.Stop();
}
} }