fixed a world 9 softlocks with the world select menu

This commit is contained in:
JHDev2006
2025-09-24 16:01:47 +01:00
parent 44a65fe79d
commit 962787c861
6 changed files with 53 additions and 38 deletions

View File

@@ -1,4 +1,7 @@
{ {
"properties": {
"primary_layer_size": [512, 512]
},
"animations": { "animations": {
"default": { "default": {
"frames": [[0, 0, 512, 512]], "frames": [[0, 0, 512, 512]],

File diff suppressed because one or more lines are too long

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@@ -36,7 +36,7 @@ tracks/0/type = "value"
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
tracks/0/path = NodePath(".:position") tracks/0/path = NodePath(".:position")
tracks/0/interp = 2 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5), "times": PackedFloat32Array(0, 0.5),

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@@ -58,6 +58,7 @@ sprite_frames = SubResource("SpriteFrames_jvnky")
animation = &"Emote" animation = &"Emote"
autoplay = "Emote" autoplay = "Emote"
frame_progress = 0.91931444 frame_progress = 0.91931444
offset = Vector2(0, 1)
script = ExtResource("3_puq45") script = ExtResource("3_puq45")
metadata/_custom_type_script = "uid://caq1qiwmy0mox" metadata/_custom_type_script = "uid://caq1qiwmy0mox"

View File

@@ -1,6 +1,7 @@
extends PlayerState extends PlayerState
func enter(_msg := {}) -> void: func enter(_msg := {}) -> void:
player.can_hurt = false
player.has_jumped = false player.has_jumped = false
player.crouching = false player.crouching = false
player.get_node("CameraCenterJoint/RightWall").set_collision_layer_value(1, false) player.get_node("CameraCenterJoint/RightWall").set_collision_layer_value(1, false)

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@@ -39,6 +39,8 @@ func open() -> void:
setup_visuals() setup_visuals()
show() show()
await get_tree().process_frame await get_tree().process_frame
if Global.current_game_mode != Global.GameMode.CAMPAIGN:
selected_world = clamp(selected_world, 0, 7)
$%SlotContainer.get_child(selected_world).grab_focus() $%SlotContainer.get_child(selected_world).grab_focus()
active = true active = true