[Temp] Particle fix

This commit is contained in:
Alan Alexander Cerna 2021-11-17 22:12:48 +02:00
parent 331c7fe2d0
commit 27fe4c951f
6 changed files with 14 additions and 4 deletions

View File

@ -6,6 +6,7 @@ var state = false
var activeAnimation = "idle"
var playingLoop = true
# warning-ignore:unused_argument
func _process(delta):
if reacted == true:
playingLoop = false

View File

@ -86,12 +86,12 @@ var weaponAngle = 0
var particleTexture = ImageTexture.new()
var particleImage = Image.new()
var activeTheme = null
var globalActivePhase = null
var clientPhase = null
func _ready():
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na3".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na3".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na3".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na3".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
# warning-ignore:return_value_discarded
@ -162,9 +162,10 @@ func _process(_delta: float) -> void:
clientPhase = puppet_phase
Global.set_current_phase(clientPhase)
$"weaponHolder/Player-character-theme-gun".play(theme)
#particleImage.load("res://source/assets/sprites/character/player/theme/" + theme + "/na/Player-character-theme-particle-"+theme+".png")
#particleTexture.create_from_image(particleImage)
#$Particles2D.texture = particleTexture
if theme != activeTheme:
particleImage.load("res://source/assets/sprites/character/player/theme/"+ theme +"/na/Player-character-theme-particle-"+ theme +".png")
particleTexture.create_from_image(particleImage)
$Particles2D.texture = particleTexture
if username_text_instance != null:
username_text_instance.name = "username" + name
if $Particles2D.position.x > 0 and direction != "left":

View File

@ -9,8 +9,10 @@ func _ready() -> void:
username_text_edit.call_deferred("grab_focus")
# warning-ignore:unused_argument
func _process(delta) -> void:
if Input.is_action_just_pressed("esc"):
# warning-ignore:return_value_discarded
get_tree().change_scene("res://source/scenes/GUI/main_menu.tscn")
func _on_confirm_pressed():
@ -34,9 +36,11 @@ sync func switch_to_game() -> void:
if child.is_in_group("Player"):
child.update_shoot_mode(true)
# warning-ignore:return_value_discarded
get_tree().change_scene("res://source/levels/trinity_site/trinity_site_level_playground.tscn")
func _on_return_pressed():
# warning-ignore:return_value_discarded
get_tree().change_scene("res://source/scenes/GUI/main_menu.tscn")

View File

@ -6,6 +6,7 @@ var current_player_location_instance_number = null
var globalActivePhase = null
func _ready() -> void:
# warning-ignore:return_value_discarded
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
if get_tree().is_network_server():
setup_player_positions()

View File

@ -51,6 +51,7 @@ func _physics_process(delta):
if ray["interacted"]:
liftSpeed += -ray["end"].normalized().y * maxSpeed
liftSpeed = clamp(liftSpeed, -maxSpeed, maxSpeed)
# warning-ignore:return_value_discarded
move_and_slide(Vector2(0,liftSpeed))
if Mode == 0:
$ts_bot_sprite.play("passive_idle")

View File

@ -4,9 +4,11 @@ extends TextureButton
func _process(_delta) -> void:
if get_tree().get_current_scene().get_name() == "network_setup":
if Input.is_action_just_pressed("esc") and get_tree().get_current_scene().get_child(2).get_children() == [] and not get_tree().get_current_scene().get_child(1).is_visible_in_tree():
# warning-ignore:return_value_discarded
Global.instance_node(load("res://source/scenes/OVERLAY/elements/menu_button_overlay.tscn"), Global.ui)
else:
if Input.is_action_just_pressed("esc") and get_tree().get_current_scene().get_child(2).get_children() == []:
# warning-ignore:return_value_discarded
Global.instance_node(load("res://source/scenes/OVERLAY/elements/menu_button_overlay.tscn"), Global.ui)