mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 07:28:14 +00:00
couple fixes
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@@ -67,7 +67,8 @@ func exit_pipe() -> void:
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can_enter = false
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pipe_exited.emit()
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for i in get_tree().get_nodes_in_group("Players"):
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await i.ready
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if i.is_node_ready() == false:
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await i.ready
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i.go_to_exit_pipe(self)
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for i in get_tree().get_nodes_in_group("Players"):
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await get_tree().create_timer(0.5, false).timeout
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@@ -159,7 +159,7 @@ const ANIMATION_FALLBACKS := {
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"WingCrouch": "WaterCrouch",
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"CrouchFall": "Crouch",
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"CrouchJump": "Crouch",
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"CrouchBump": "Bump",
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"CrouchBump": "Crouch",
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"CrouchMove": "Crouch",
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"IdleAttack": "MoveAttack",
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"CrouchAttack": "IdleAttack",
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@@ -354,6 +354,7 @@ func camera_make_current() -> void:
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func play_animation(animation_name := "") -> void:
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if sprite.sprite_frames == null: return
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animation_name = get_fallback_animation(animation_name)
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print(animation_name)
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if sprite.animation != animation_name:
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sprite.play(animation_name)
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@@ -685,10 +686,6 @@ func set_power_state_frame() -> void:
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$ResourceSetterNew.update_resource()
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if %Sprite.sprite_frames != null:
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can_pose = %Sprite.sprite_frames.has_animation("PoseDoor")
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can_bump_jump = %Sprite.sprite_frames.has_animation("JumpBump")
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can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
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can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
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can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
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can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
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func get_power_up(power_name := "") -> void:
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@@ -212,7 +212,7 @@ func get_animation_name() -> String:
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if player.kicking and player.can_kick_anim:
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return "Kick"
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if player.crouching and not wall_pushing:
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if player.bumping and player.can_bump_crouch:
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if player.bumping:
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return "CrouchBump"
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elif player.is_on_floor() == false:
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if player.velocity.y > 0:
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