mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 07:28:14 +00:00
fixed an issue where you could throw a fireball frame one of exiting a pipe
This commit is contained in:
40
Assets/Sprites/Items/FireFlowerSpecial.png.import
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40
Assets/Sprites/Items/FireFlowerSpecial.png.import
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@@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dgdag7jgwnjm5"
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path="res://.godot/imported/FireFlowerSpecial.png-3ae8e78d22e3e202bc4dce18fa8aa0eb.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Assets/Sprites/Items/FireFlowerSpecial.png"
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dest_files=["res://.godot/imported/FireFlowerSpecial.png-3ae8e78d22e3e202bc4dce18fa8aa0eb.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -65,7 +65,6 @@ func update_visuals() -> void:
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func exit_pipe() -> void:
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func exit_pipe() -> void:
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pipe_exited.emit()
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pipe_exited.emit()
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await get_tree().physics_frame
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for i in get_tree().get_nodes_in_group("Players"):
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for i in get_tree().get_nodes_in_group("Players"):
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i.go_to_exit_pipe(self)
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i.go_to_exit_pipe(self)
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for i in get_tree().get_nodes_in_group("Players"):
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for i in get_tree().get_nodes_in_group("Players"):
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@@ -796,7 +796,7 @@ func hide_pipe_animation() -> void:
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func go_to_exit_pipe(pipe: PipeArea) -> void:
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func go_to_exit_pipe(pipe: PipeArea) -> void:
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Global.can_time_tick = false
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Global.can_time_tick = false
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pipe_enter_direction = Vector2.ZERO
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pipe_enter_direction = Vector2.ZERO
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state_machine.transition_to("Pipe")
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state_machine.transition_to("Freeze")
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global_position = pipe.global_position + (pipe.get_vector(pipe.enter_direction) * 32)
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global_position = pipe.global_position + (pipe.get_vector(pipe.enter_direction) * 32)
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if pipe.enter_direction == 1:
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if pipe.enter_direction == 1:
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global_position = pipe.global_position + Vector2(0, -8)
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global_position = pipe.global_position + Vector2(0, -8)
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@@ -2,8 +2,8 @@ extends PowerUpState
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var fireball_amount := 0
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var fireball_amount := 0
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const FIREBALL = preload("res://Scenes/Prefabs/Entities/Items/Fireball.tscn")
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const FIREBALL = preload("res://Scenes/Prefabs/Entities/Items/Fireball.tscn")
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func update(_delta: float) -> void:
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func update(delta: float) -> void:
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if Global.player_action_just_pressed("action", player.player_id) and fireball_amount < 2 and player.state_machine.state.name == "Normal":
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if Global.player_action_just_pressed("action", player.player_id) and fireball_amount < 2 and player.state_machine.state.name == "Normal" and delta > 0:
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throw_fireball()
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throw_fireball()
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func throw_fireball() -> void:
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func throw_fireball() -> void:
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