diff --git a/Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn b/Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn index c8df1dc..9dafc8c 100644 --- a/Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn +++ b/Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn @@ -175,10 +175,6 @@ collision_mask = 0 position = Vector2(21, -9) shape = SubResource("RectangleShape2D_6fi1c") -[node name="PosePoint" type="Node2D" parent="Overlay/PlayerDetection"] -unique_name_in_owner = true -position = Vector2(-16, 0) - [node name="Overlay2" type="TileMapLayer" parent="Overlay"] show_behind_parent = true tile_map_data = PackedByteArray("AAAEAAAAAAAHABQAAAAEAAEAAAAHABQAAAAEAAIAAAAHABQAAAAEAAMAAAAHABQAAAAFAAAAAAAHABQAAAAFAAEAAAAHABQAAAAFAAIAAAAHABQAAAAFAAMAAAAHABQAAAAIAAAAAAAHABQAAAAIAAEAAAAHABQAAAAIAAIAAAAHABQAAAAIAAMAAAAHABQAAAAJAAAAAAAHABQAAAAJAAEAAAAHABQAAAAJAAIAAAAHABQAAAAJAAMAAAAHABQAAAA=") diff --git a/Scenes/Prefabs/LevelObjects/EndSmallCastle.tscn b/Scenes/Prefabs/LevelObjects/EndSmallCastle.tscn index dea2b44..1e3c089 100644 --- a/Scenes/Prefabs/LevelObjects/EndSmallCastle.tscn +++ b/Scenes/Prefabs/LevelObjects/EndSmallCastle.tscn @@ -155,10 +155,6 @@ collision_mask = 0 position = Vector2(21, -9) shape = SubResource("RectangleShape2D_4yifo") -[node name="PosePoint" type="Node2D" parent="Overlay/PlayerDetection"] -unique_name_in_owner = true -position = Vector2(-16, 0) - [node name="OverlaySprite" type="Sprite2D" parent="."] visible = false z_index = 10 diff --git a/Scripts/Parts/EndCastle.gd b/Scripts/Parts/EndCastle.gd index a763b4d..d923f21 100644 --- a/Scripts/Parts/EndCastle.gd +++ b/Scripts/Parts/EndCastle.gd @@ -42,7 +42,7 @@ func _process(_delta: float) -> void: 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 >= %PosePoint.global_position and i.sprite.sprite_frames.has_animation("PoseDoor"): + 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.play_animation("PoseDoor") i.sprite.animation_finished.connect(on_pose_finished.bind(i))