Minor Cleanup

- Renamed SoundController
- Cleaned up spacings
- File endings
This commit is contained in:
2020-04-21 03:14:00 +02:00
parent 5cfe44bafe
commit d12d69f083
47 changed files with 203 additions and 245 deletions

View File

@@ -14,19 +14,23 @@ var totaldamage := 0.0
var rollvector = Vector2.ZERO
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _ready():
grid = get_tree().current_scene.get_node("Grid")
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
_animate(velocity)
func _physics_process(delta):
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
@@ -37,7 +41,7 @@ func _physics_process(delta):
totaldamage += 1
player_stats.health += 1
_debug_update()
run(Vector2.ZERO, delta)
makeMove(delta)
move()
@@ -54,18 +58,20 @@ func _on_Hurtbox_area_entered(area):
func _on_Hurtbox_area_exited(area):
damage_per_second -= area.damage
# API Interface for ai_hero
func run(direction, delta):
direction = direction.normalized()
rollvector = direction
velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
if direction == Vector2.ZERO:
pass
else:
pass
func _animate(vec):
match get_nearest_diretion(vec):
"up":
@@ -80,8 +86,6 @@ func _animate(vec):
"left":
$Sprite.flip_h=true
$Sprite.play("right")
func get_nearest_diretion(vec):