princesse: ménage

nettoyage de quelques restes du passé qui ne sont plus utilses
aujourd'hui
This commit is contained in:
Thomas Lavocat
2023-04-29 15:45:18 +02:00
parent c96994ee88
commit e71122fa9f

View File

@@ -9,7 +9,7 @@ var gravity: int = ProjectSettings.get("physics/2d/default_gravity")
@onready var wall_detect_right := $wall_detect_right as RayCast2D @onready var wall_detect_right := $wall_detect_right as RayCast2D
@onready var animation := $AnimatedSprite2D as AnimatedSprite2D @onready var animation := $AnimatedSprite2D as AnimatedSprite2D
@onready var camera := $Camera2D as Camera2D @onready var camera := $Camera2D as Camera2D
var _double_jump_charged := false
@export var WALKING_SPEED = 400 @export var WALKING_SPEED = 400
@export var FALLING_SPEED = 400 @export var FALLING_SPEED = 400
@@ -122,7 +122,7 @@ func fall() -> float:
if jumping: if jumping:
falling_step = -1 falling_step = -1
return velocity.y return velocity.y
if is_on_floor(): if is_on_floor_only():
if get_floor_normal()[0] < 0: # pente à gauche if get_floor_normal()[0] < 0: # pente à gauche
if direction >= 0:# on va à droite, désactive la gravité if direction >= 0:# on va à droite, désactive la gravité
falling_step = -1 falling_step = -1
@@ -228,14 +228,13 @@ func _physics_process(delta: float) -> void:
if layer_of_collision == PICS_BLOCK_LAYER: if layer_of_collision == PICS_BLOCK_LAYER:
get_tree(). reload_current_scene() get_tree(). reload_current_scene()
var anim := get_new_animation()
var anim := get_new_animation(false)
if anim != animation.animation: if anim != animation.animation:
animation.animation = anim animation.animation = anim
animation.play() animation.play()
func get_new_animation(is_shooting := false) -> String: func get_new_animation() -> String:
var animation_new: String var animation_new: String
if is_on_floor(): if is_on_floor():