diff --git a/Scripts/Classes/Entities/Player.gd b/Scripts/Classes/Entities/Player.gd index 87bc6cd..41d7795 100644 --- a/Scripts/Classes/Entities/Player.gd +++ b/Scripts/Classes/Entities/Player.gd @@ -74,6 +74,7 @@ var pipe_move_direction := 1 var stomp_combo := 0 var is_invincible := false +var is_posing := false const COMBO_VALS := [100, 200, 400, 500, 800, 1000, 2000, 4000, 5000, 8000, null] @@ -82,6 +83,8 @@ const COMBO_VALS := [100, 200, 400, 500, 800, 1000, 2000, 4000, 5000, 8000, null @onready var normal_state: Node = $States/Normal @export var auto_death_pit := true +var can_pose := true + var can_hurt := true var in_water := false diff --git a/Scripts/Classes/States/Player/LevelExit.gd b/Scripts/Classes/States/Player/LevelExit.gd index 245ba84..16ab42e 100644 --- a/Scripts/Classes/States/Player/LevelExit.gd +++ b/Scripts/Classes/States/Player/LevelExit.gd @@ -7,6 +7,7 @@ func enter(_msg := {}) -> void: player.get_node("CameraCenterJoint/RightWall").set_collision_layer_value(1, false) func physics_update(delta: float) -> void: + if player.is_posing: return player.input_direction = 1 player.can_run = false player.normal_state.handle_movement(delta) diff --git a/Scripts/Parts/EndCastle.gd b/Scripts/Parts/EndCastle.gd index ca9db1d..3ece9a0 100644 --- a/Scripts/Parts/EndCastle.gd +++ b/Scripts/Parts/EndCastle.gd @@ -39,6 +39,19 @@ func _process(_delta: float) -> void: if get_node_or_null("Wall") != null: %Wall.visible = show_walls +func _physics_process(_delta: float) -> void: + for i: Player in get_tree().get_nodes_in_group("Players"): + if not i.sprite.sprite_frames.has_animation("PoseDoor"): i.can_pose = false; continue + if i.can_pose and i.global_position >= global_position and i.sprite.sprite_frames.has_animation("PoseDoor"): + i.is_posing = true; i.can_pose = false + i.global_position = global_position + i.play_animation("PoseDoor") + i.sprite.animation_finished.connect(on_pose_finished.bind(i)) + i.sprite.animation_looped.connect(on_pose_finished.bind(i)) + +func on_pose_finished(player: Player) -> void: + player.is_posing = false + func on_music_finished() -> void: do_sequence()