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Flip death gravity when upside down (#586)
* Flip death gravity when upside down * Improvements to code per Joe's request
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@@ -13,7 +13,7 @@ func enter(msg := {}) -> void:
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player.set_collision_mask_value(i + 1, false)
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player.set_collision_mask_value(i + 1, false)
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player.gravity = player.JUMP_GRAVITY
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player.gravity = player.JUMP_GRAVITY
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if msg["Pit"] == false:
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if msg["Pit"] == false:
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player.velocity.y = -player.DEATH_JUMP_HEIGHT
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player.velocity.y = -player.DEATH_JUMP_HEIGHT * player.gravity_vector.y # nabbup : Flip death gravity when upside down
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func physics_update(delta: float) -> void:
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func physics_update(delta: float) -> void:
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if can_fall:
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if can_fall:
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@@ -22,8 +22,9 @@ func physics_update(delta: float) -> void:
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player.play_animation("DieFreeze")
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player.play_animation("DieFreeze")
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player.sprite.speed_scale = 1
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player.sprite.speed_scale = 1
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if can_fall:
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if can_fall:
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player.velocity.y += (player.JUMP_GRAVITY / delta) * delta
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# nabbup : Flip death gravity when upside down
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player.velocity.y = clamp(player.velocity.y, -INF, player.MAX_FALL_SPEED)
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player.velocity.y += (player.JUMP_GRAVITY / delta) * delta * player.gravity_vector.y
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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
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player.move_and_slide()
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player.move_and_slide()
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if Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("jump_0"):
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if Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("jump_0"):
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player.death_load()
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player.death_load()
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