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): while(totaldamage < -1):
totaldamage+=1 totaldamage+=1
player_stats.health+=1 player_stats.health+=1
adjustPrio(player_stats.health, player_stats.max_health) #adjustPrio(player_stats.health, player_stats.max_health)
_debug_update() _debug_update()
if debug == true: if debug == true:
match movementState: match movementState:
moveState.MOVE: moveState.MOVE:
movement_move(delta) movement_move(delta)
moveState.IDLE:
movement_move(delta)
moveState.ROLL: moveState.ROLL:
movement_roll() movement_roll()
moveState.HIT: moveState.HIT:
movement_hit() movement_hit()
elif movementState == moveState.ROLL:
movement_roll()
elif movementState == moveState.HIT:
movement_hit()
elif movementState == moveState.IDLE:
movement_idle()
else: else:
movement_run(Vector2(0,0), delta) if movementState == moveState.ROLL:
$"Effects/HealEffect".emitting = heal_per_second > 0 movement_roll()
makeMove(delta) elif movementState == moveState.HIT:
movement_hit()
elif movementState == moveState.IDLE:
movement_idle()
else:
movement_run(Vector2(0,0), delta)
makeMove(delta)
move() move()
$"Effects/HealEffect".emitting = heal_per_second > 0
# IMPORTANT: If you are using move_and_slide don't multiply by delta # IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally # Godots physics system does that internally