fix: player attack logic; add sfx to the player attack;

This commit is contained in:
2026-09-24 23:20:06 +02:00
parent 9c294d1394
commit 3a7f3c7ec3
4 changed files with 24 additions and 12 deletions
+5 -1
View File
@@ -6,6 +6,7 @@ class_name Player
@export var push_strength: int = 50
@export var move_acceleration: float = 50
var is_attacking: bool = false
var can_interact: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -26,7 +27,7 @@ func _physics_process(delta: float) -> void:
push_blocks()
update_scrolls()
move_and_slide()
if Input.is_action_just_pressed("Interact"):
if Input.is_action_just_pressed("Interact") and not can_interact:
attack()
func move_player():
@@ -62,11 +63,13 @@ func update_scrolls():
func _on_area_2d_body_entered(body: Node2D) -> void:
if body.is_in_group("interactable"):
can_interact = true
body.can_interact = true
func _on_area_2d_body_exited(body: Node2D) -> void:
if body.is_in_group("interactable"):
can_interact = false
body.can_interact = false
@@ -105,6 +108,7 @@ func _on_sword_area_2d_body_entered(body: Node2D) -> void:
body.queue_free()
func attack():
$Sword/SwordSFX.play()
if not $Sword/SwordTimer.is_stopped():
return
var player_animation: String = $AnimatedSprite2D.animation