Added spikes, Made a way to transition from level to level, and a base level to make level creation easier

This commit is contained in:
2026-02-21 23:53:55 -05:00
parent c3d09c9a88
commit 3b324caf67
15 changed files with 172 additions and 36 deletions

View File

@@ -55,17 +55,9 @@ func player_death() -> void:
Util.add_effect_to_self(self, deathEffect)
queue_free()
func _on_hurt_box_area_entered(area: Area2D) -> void:
#this checks if the area is a bullet
if !area.get_parent().is_in_group("Enemy Bullet"):
return
var body = area.get_parent() as Node
hurt(body)
func _on_hurt_box_body_entered(body: Node2D) -> void:
if !body.is_in_group("Enemy"):
return
hurt(body)
func _on_hurt_box_area_entered(_area: Area2D) -> void:
player_death()
GameManager.reset_level()
func hurt(enemy: Node2D) -> void:
PlayerManager.decress_health(enemy.damage)

View File

@@ -1,8 +1,8 @@
[gd_scene load_steps=15 format=3 uid="uid://dm4oirxl6bpnn"]
[ext_resource type="Texture2D" uid="uid://cwwrpe5wfh7ds" path="res://entities/player/player_death_effect/art/spark.png" id="1_335v7"]
[ext_resource type="Script" uid="uid://3g2l2xhvoxj8" path="res://entities/player/player_death_effect/player_death_effect.gd" id="1_i0k0j"]
[ext_resource type="Texture2D" uid="uid://cmp35xmgh574d" path="res://entities/player/player_death_effect/art/partical_effect.png" id="2_ann6r"]
[ext_resource type="Texture2D" uid="uid://cwwrpe5wfh7ds" path="res://Entities/Player/player_death_effect/art/spark.png" id="1_335v7"]
[ext_resource type="Script" uid="uid://3g2l2xhvoxj8" path="res://Entities/Player/player_death_effect/player_death_effect.gd" id="1_i0k0j"]
[ext_resource type="Texture2D" uid="uid://cmp35xmgh574d" path="res://Entities/Player/player_death_effect/art/partical_effect.png" id="2_ann6r"]
[sub_resource type="Gradient" id="Gradient_t8ru6"]
colors = PackedColorArray(0, 1, 1, 1, 0, 0, 1, 1)

View File

@@ -108,15 +108,12 @@ func multiJump():
if Input.is_action_just_pressed("move_jump") and canWallJump:
var boost = 150
print("wall jump")
player.velocity.y = jumpHight
var wallDirection = player.get_wall_normal().x
var direction: float = GameInputEvents.movement_input()
if direction == wallDirection:
print("boost")
player.velocity.x =+ (wallPushBack + boost) * wallDirection
else:
print("no boost")
player.velocity.x =+ wallPushBack * wallDirection
currentJumpCount = 0