Don't give points for the powerup from a checkpoint (#628)

This commit is contained in:
John Cooper McDonald
2025-10-19 03:53:26 -05:00
committed by GitHub
parent 6011e6f63b
commit d37910a379
2 changed files with 6 additions and 5 deletions

View File

@@ -698,12 +698,13 @@ func set_power_state_frame() -> void:
can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
func get_power_up(power_name := "") -> void:
func get_power_up(power_name := "", give_points := true) -> void:
if is_dead:
return
Global.score += 1000
DiscoLevel.combo_amount += 1
score_note_spawner.spawn_note(1000)
if give_points:
Global.score += 1000
DiscoLevel.combo_amount += 1
score_note_spawner.spawn_note(1000)
AudioManager.play_sfx("power_up", global_position)
if Settings.file.difficulty.damage_style == 0 and power_state.state_name != power_name:
if power_name != "Big" and power_state.state_name != "Big":

View File

@@ -62,7 +62,7 @@ func on_area_entered(area: Area2D) -> void:
sublevel_id = Global.level_editor.sub_level_id
if Settings.file.difficulty.checkpoint_style == 2 and has_meta("is_flag"):
if player.power_state.state_name == "Small":
player.get_power_up("Big")
player.get_power_up("Big", false)
respawn_position = global_position
crossed.emit(area.owner)