SaveStation, save & load properly

This commit is contained in:
Felipe M 2021-05-22 18:33:00 +02:00
parent d4acde846c
commit 847670821d
Signed by: fmartingr
GPG key ID: 716BC147715E716F
16 changed files with 129 additions and 13 deletions

View file

@ -40,6 +40,7 @@ onready var muzzle = $Sprite/PlayerGun/Sprite/Muzzle
onready var fireBulletTimer = $FireBulletTimer
onready var blinkAnimator = $BlinkAnimator
onready var powerupDetector = $PowerupDetector
onready var cameraFollow = $CameraFollow
signal hit_door(door)
@ -50,6 +51,10 @@ func set_invincible(value):
func _ready():
PlayerStats.connect("player_died", self, "_on_died")
MainInstances.Player = self
call_deferred("assign_world_camera")
func assign_world_camera():
cameraFollow.remote_path = MainInstances.WorldCamera.get_path()
func _exit_tree():
MainInstances.Player = null
@ -87,7 +92,7 @@ func _physics_process(delta):
if Input.is_action_pressed("fire_missile") and fireBulletTimer.time_left == 0 and PlayerStats.missiles > 0 and PlayerStats.missiles_unlocked:
fire_missile()
func fire_bullet():
var bullet = Utils.instance_scene_on_main(PlayerBullet, muzzle.global_position)
bullet.velocity = Vector2.RIGHT.rotated(playerGun.rotation) * bullet_speed

View file

@ -130,6 +130,7 @@ script = ExtResource( 2 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -12 )
z_index = 10
texture = ExtResource( 1 )
hframes = 12
frame = 11