fixed an issue where you could throw a fireball frame one of exiting a pipe

This commit is contained in:
JHDev2006
2025-10-13 19:23:24 +01:00
parent 22a4afbc95
commit a9055451ae
4 changed files with 43 additions and 4 deletions

View File

@@ -65,7 +65,6 @@ func update_visuals() -> void:
func exit_pipe() -> void:
pipe_exited.emit()
await get_tree().physics_frame
for i in get_tree().get_nodes_in_group("Players"):
i.go_to_exit_pipe(self)
for i in get_tree().get_nodes_in_group("Players"):

View File

@@ -796,7 +796,7 @@ func hide_pipe_animation() -> void:
func go_to_exit_pipe(pipe: PipeArea) -> void:
Global.can_time_tick = false
pipe_enter_direction = Vector2.ZERO
state_machine.transition_to("Pipe")
state_machine.transition_to("Freeze")
global_position = pipe.global_position + (pipe.get_vector(pipe.enter_direction) * 32)
if pipe.enter_direction == 1:
global_position = pipe.global_position + Vector2(0, -8)

View File

@@ -2,8 +2,8 @@ extends PowerUpState
var fireball_amount := 0
const FIREBALL = preload("res://Scenes/Prefabs/Entities/Items/Fireball.tscn")
func update(_delta: float) -> void:
if Global.player_action_just_pressed("action", player.player_id) and fireball_amount < 2 and player.state_machine.state.name == "Normal":
func update(delta: float) -> void:
if Global.player_action_just_pressed("action", player.player_id) and fireball_amount < 2 and player.state_machine.state.name == "Normal" and delta > 0:
throw_fireball()
func throw_fireball() -> void: