Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
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@@ -15,9 +15,9 @@ public partial class GravityMotionComponent : Node2D
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{
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if (LaunchComponent == null) return;
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var direction = LaunchComponent.InitialDirection.X > 0f ? TargetDirection : new Vector2(-TargetDirection.X, TargetDirection.Y);
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direction = direction.Normalized();
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_velocity = direction * LaunchComponent.Speed;
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var horizontalDirection = LaunchComponent.InitialDirection.Normalized();
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var combinedDirection = (horizontalDirection + TargetDirection).Normalized();
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_velocity = combinedDirection * LaunchComponent.Speed;
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}
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public override void _PhysicsProcess(double delta)
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