Add minimum jump height, fire rate configuration, and improve throw input handling
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@@ -284,6 +284,7 @@ script = ExtResource("38_o1ihh")
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health_component = NodePath("../HealthComponent")
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health_component = NodePath("../HealthComponent")
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sprite = NodePath("../Graphics/Root/Base")
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sprite = NodePath("../Graphics/Root/Base")
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platform_movement = NodePath("../Movements/PlatformMovement")
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platform_movement = NodePath("../Movements/PlatformMovement")
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min_jump_height = 100.0
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jump_reduction_percentage = 0.15
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jump_reduction_percentage = 0.15
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[connection signal="on_death" from="HealthComponent" to="PlayerDeathComponent" method="_on_health_component_on_death"]
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[connection signal="on_death" from="HealthComponent" to="PlayerDeathComponent" method="_on_health_component_on_death"]
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@@ -11,6 +11,7 @@ name = "BRICK_POWER"
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description = "BRICK_POWER_DESCRIPTION"
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description = "BRICK_POWER_DESCRIPTION"
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node = ExtResource("1_5gnea")
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node = ExtResource("1_5gnea")
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config = {
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config = {
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"fire_rate": 0.6,
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"player_controller": NodePath("."),
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"player_controller": NodePath("."),
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"throw_input_behavior": ExtResource("1_xwijh"),
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"throw_input_behavior": ExtResource("1_xwijh"),
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"timer": NodePath("ThrowTimer")
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"timer": NodePath("ThrowTimer")
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@@ -40,6 +40,9 @@ func on_timer_timeout() -> void:
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func throw_brick(power_multiplier: float = 1.0) -> void:
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func throw_brick(power_multiplier: float = 1.0) -> void:
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if not can_throw:
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return
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var instance: Node2D = brick_scene.instantiate()
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var instance: Node2D = brick_scene.instantiate()
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var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent
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var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent
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if init and player_controller.current_movement is PlatformMovement:
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if init and player_controller.current_movement is PlatformMovement:
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@@ -1,6 +1,6 @@
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class_name TapThrowInputResource
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class_name TapThrowInputResource
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extends ThrowInputResource
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extends ThrowInputResource
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func process_input(event: InputEvent) -> void:
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func update(_delta: float) -> void:
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if event.is_action_pressed("attack"):
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if Input.is_action_pressed("attack"):
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throw_requested.emit(1.0)
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throw_requested.emit(1.0)
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@@ -32,6 +32,8 @@ func _ready() -> void:
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else:
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else:
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continue_button.disabled = false
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continue_button.disabled = false
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continue_button.grab_focus()
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func _on_new_game_button_pressed() -> void:
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func _on_new_game_button_pressed() -> void:
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if gm:
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if gm:
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