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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-21 23:18:11 +00:00
I realized I didn't need an extra Node2D
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@@ -175,10 +175,6 @@ collision_mask = 0
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position = Vector2(21, -9)
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shape = SubResource("RectangleShape2D_6fi1c")
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[node name="PosePoint" type="Node2D" parent="Overlay/PlayerDetection"]
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unique_name_in_owner = true
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position = Vector2(-16, 0)
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[node name="Overlay2" type="TileMapLayer" parent="Overlay"]
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show_behind_parent = true
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tile_map_data = PackedByteArray("AAAEAAAAAAAHABQAAAAEAAEAAAAHABQAAAAEAAIAAAAHABQAAAAEAAMAAAAHABQAAAAFAAAAAAAHABQAAAAFAAEAAAAHABQAAAAFAAIAAAAHABQAAAAFAAMAAAAHABQAAAAIAAAAAAAHABQAAAAIAAEAAAAHABQAAAAIAAIAAAAHABQAAAAIAAMAAAAHABQAAAAJAAAAAAAHABQAAAAJAAEAAAAHABQAAAAJAAIAAAAHABQAAAAJAAMAAAAHABQAAAA=")
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@@ -155,10 +155,6 @@ collision_mask = 0
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position = Vector2(21, -9)
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shape = SubResource("RectangleShape2D_4yifo")
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[node name="PosePoint" type="Node2D" parent="Overlay/PlayerDetection"]
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unique_name_in_owner = true
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position = Vector2(-16, 0)
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[node name="OverlaySprite" type="Sprite2D" parent="."]
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visible = false
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z_index = 10
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@@ -42,7 +42,7 @@ func _process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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for i: Player in get_tree().get_nodes_in_group("Players"):
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if not i.sprite.sprite_frames.has_animation("PoseDoor"): i.can_pose = false; continue
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if i.can_pose and i.global_position >= %PosePoint.global_position and i.sprite.sprite_frames.has_animation("PoseDoor"):
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if i.can_pose and i.global_position >= global_position and i.sprite.sprite_frames.has_animation("PoseDoor"):
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i.is_posing = true; i.can_pose = false
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i.play_animation("PoseDoor")
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i.sprite.animation_finished.connect(on_pose_finished.bind(i))
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