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

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dgdag7jgwnjm5"
path="res://.godot/imported/FireFlowerSpecial.png-3ae8e78d22e3e202bc4dce18fa8aa0eb.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/Sprites/Items/FireFlowerSpecial.png"
dest_files=["res://.godot/imported/FireFlowerSpecial.png-3ae8e78d22e3e202bc4dce18fa8aa0eb.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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: