Flip death gravity when upside down (#586)

* Flip death gravity when upside down

* Improvements to code per Joe's request
This commit is contained in:
Ramona
2025-10-14 11:20:09 -04:00
committed by GitHub
parent a0369cd612
commit 46b4dc82b4

View File

@@ -13,7 +13,7 @@ func enter(msg := {}) -> void:
player.set_collision_mask_value(i + 1, false)
player.gravity = player.JUMP_GRAVITY
if msg["Pit"] == false:
player.velocity.y = -player.DEATH_JUMP_HEIGHT
player.velocity.y = -player.DEATH_JUMP_HEIGHT * player.gravity_vector.y # nabbup : Flip death gravity when upside down
func physics_update(delta: float) -> void:
if can_fall:
@@ -22,8 +22,9 @@ func physics_update(delta: float) -> void:
player.play_animation("DieFreeze")
player.sprite.speed_scale = 1
if can_fall:
player.velocity.y += (player.JUMP_GRAVITY / delta) * delta
player.velocity.y = clamp(player.velocity.y, -INF, player.MAX_FALL_SPEED)
# nabbup : Flip death gravity when upside down
player.velocity.y += (player.JUMP_GRAVITY / delta) * delta * player.gravity_vector.y
player.velocity.y = clamp(player.velocity.y, -player.MAX_FALL_SPEED, player.MAX_FALL_SPEED) # wish this could be better than just substituting -INF but you can't win em all ~ nabbup
player.move_and_slide()
if Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("jump_0"):
player.death_load()