I realized I didn't need an extra Node2D

This commit is contained in:
KirbyKidJ
2025-09-25 17:57:26 -07:00
parent 2d4b6105b6
commit a7eeab14a3
3 changed files with 1 additions and 9 deletions

View File

@@ -175,10 +175,6 @@ collision_mask = 0
position = Vector2(21, -9) position = Vector2(21, -9)
shape = SubResource("RectangleShape2D_6fi1c") 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"] [node name="Overlay2" type="TileMapLayer" parent="Overlay"]
show_behind_parent = true show_behind_parent = true
tile_map_data = PackedByteArray("AAAEAAAAAAAHABQAAAAEAAEAAAAHABQAAAAEAAIAAAAHABQAAAAEAAMAAAAHABQAAAAFAAAAAAAHABQAAAAFAAEAAAAHABQAAAAFAAIAAAAHABQAAAAFAAMAAAAHABQAAAAIAAAAAAAHABQAAAAIAAEAAAAHABQAAAAIAAIAAAAHABQAAAAIAAMAAAAHABQAAAAJAAAAAAAHABQAAAAJAAEAAAAHABQAAAAJAAIAAAAHABQAAAAJAAMAAAAHABQAAAA=") tile_map_data = PackedByteArray("AAAEAAAAAAAHABQAAAAEAAEAAAAHABQAAAAEAAIAAAAHABQAAAAEAAMAAAAHABQAAAAFAAAAAAAHABQAAAAFAAEAAAAHABQAAAAFAAIAAAAHABQAAAAFAAMAAAAHABQAAAAIAAAAAAAHABQAAAAIAAEAAAAHABQAAAAIAAIAAAAHABQAAAAIAAMAAAAHABQAAAAJAAAAAAAHABQAAAAJAAEAAAAHABQAAAAJAAIAAAAHABQAAAAJAAMAAAAHABQAAAA=")

View File

@@ -155,10 +155,6 @@ collision_mask = 0
position = Vector2(21, -9) position = Vector2(21, -9)
shape = SubResource("RectangleShape2D_4yifo") 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="."] [node name="OverlaySprite" type="Sprite2D" parent="."]
visible = false visible = false
z_index = 10 z_index = 10

View File

@@ -42,7 +42,7 @@ func _process(_delta: float) -> void:
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
for i: Player in get_tree().get_nodes_in_group("Players"): 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 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.is_posing = true; i.can_pose = false
i.play_animation("PoseDoor") i.play_animation("PoseDoor")
i.sprite.animation_finished.connect(on_pose_finished.bind(i)) i.sprite.animation_finished.connect(on_pose_finished.bind(i))