diff --git a/src/Player/Player.gd b/src/Player/Player.gd index c1dd660..6dbb22a 100644 --- a/src/Player/Player.gd +++ b/src/Player/Player.gd @@ -56,28 +56,30 @@ func _physics_process(delta): while(totaldamage < -1): totaldamage+=1 player_stats.health+=1 - adjustPrio(player_stats.health, player_stats.max_health) + #adjustPrio(player_stats.health, player_stats.max_health) _debug_update() if debug == true: match movementState: moveState.MOVE: movement_move(delta) + moveState.IDLE: + movement_move(delta) moveState.ROLL: movement_roll() moveState.HIT: movement_hit() - - elif movementState == moveState.ROLL: - movement_roll() - elif movementState == moveState.HIT: - movement_hit() - elif movementState == moveState.IDLE: - movement_idle() else: - movement_run(Vector2(0,0), delta) - $"Effects/HealEffect".emitting = heal_per_second > 0 - makeMove(delta) + if movementState == moveState.ROLL: + movement_roll() + elif movementState == moveState.HIT: + movement_hit() + elif movementState == moveState.IDLE: + movement_idle() + else: + movement_run(Vector2(0,0), delta) + makeMove(delta) move() + $"Effects/HealEffect".emitting = heal_per_second > 0 # IMPORTANT: If you are using move_and_slide don't multiply by delta # Godots physics system does that internally