Merge branch 'bos_testing' into devRefactor

This commit is contained in:
Jan Schuffenhauer
2020-04-19 18:30:31 +02:00

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@@ -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