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