From 1a34b3938ec62fd9662426e8d9fdb1f12dedfa88 Mon Sep 17 00:00:00 2001 From: JHDev2006 Date: Fri, 24 Oct 2025 11:44:15 +0100 Subject: [PATCH] updated blooper animations, so they dont call every frame --- Scripts/Classes/Entities/Enemies/Blooper.gd | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Scripts/Classes/Entities/Enemies/Blooper.gd b/Scripts/Classes/Entities/Enemies/Blooper.gd index 79a1d37d..d013885a 100644 --- a/Scripts/Classes/Entities/Enemies/Blooper.gd +++ b/Scripts/Classes/Entities/Enemies/Blooper.gd @@ -10,11 +10,9 @@ func _physics_process(delta: float) -> void: global_position.y += 32 * delta if global_position.y >= target_player.global_position.y - 24 and can_rise: rise_tween() - $Sprite.play("Fall") - else: - $Sprite.play("Rise") func rise_tween() -> void: + $Sprite.play("Rise") falling = false can_rise = false var tween = create_tween().set_trans(Tween.TRANS_CUBIC) @@ -28,6 +26,7 @@ func rise_tween() -> void: tween.tween_property(self, "global_position", final_position, 0.75) await tween.finished + $Sprite.play("Fall") falling = true await get_tree().create_timer(0.25, false).timeout can_rise = true