fixed pipes, being terrible and i hate them

This commit is contained in:
JHDev2006
2025-10-01 21:48:17 +01:00
parent 77d0e9f6c3
commit f088c9b606
8 changed files with 1635 additions and 1402 deletions

View File

@@ -53,11 +53,9 @@ func update_direction_textures() -> void:
func on_mouse_entered(area_idx := 0) -> void:
mouse_in_areas |= (1 << area_idx)
print(mouse_in_areas)
func on_mouse_exited(area_idx := 0) -> void:
mouse_in_areas &= ~(1 << area_idx)
print(mouse_in_areas)
func is_mouse_in_area(area_idx := 0) -> bool:
return mouse_in_areas & (1 << area_idx) != 0

View File

@@ -43,6 +43,11 @@ func run_pipe_check() -> void:
exit_pipe()
func _physics_process(_delta: float) -> void:
if enter_direction >= 2:
$Hitbox.scale.y = 8
else:
$Hitbox.scale.y = 1
if Engine.is_editor_hint() == false:
in_game()
update_visuals()
@@ -98,12 +103,13 @@ func in_game() -> void:
if exit_only:
return
for i in hitbox.get_overlapping_areas():
if i.owner is Player:
if i.owner is Player and can_enter:
run_player_check(i.owner)
func run_player_check(player: Player) -> void:
# guzlad: Added support for characters with a hitbox height below 1.0 to enter pipes underwater
if Global.player_action_pressed(get_input_direction(enter_direction), player.player_id) and can_enter and (player.is_on_floor() or enter_direction == 1 or player.gravity_vector != Vector2.DOWN or (!player.is_on_floor() and enter_direction == 3)) and player.state_machine.state.name == "Normal":
print(player.is_actually_on_floor())
if Global.player_action_pressed(get_input_direction(enter_direction), player.player_id) and (player.is_on_floor() or enter_direction == 1):
can_enter = false
pipe_entered.emit()
DiscoLevel.can_meter_tick = false

View File

@@ -748,6 +748,7 @@ func get_character_sprite_path(power_stateto_use := power_state.state_name) -> S
func enter_pipe(pipe: PipeArea, warp_to_level := true) -> void:
z_index = -10
can_bump_sfx = false
Global.can_pause = false
Global.can_time_tick = false
pipe_enter_direction = pipe.get_vector(pipe.enter_direction)
@@ -792,7 +793,7 @@ func exit_pipe(pipe: PipeArea) -> void:
pipe_enter_direction = -pipe.get_vector(pipe.enter_direction)
AudioManager.play_sfx("pipe", global_position)
state_machine.transition_to("Pipe")
await get_tree().create_timer(0.6, false).timeout
await get_tree().create_timer(0.65, false).timeout
Global.can_pause = true
state_machine.transition_to("Normal")
Global.can_time_tick = true