fix: move get_damage logic from player to the enemy;

This commit is contained in:
2026-09-25 07:51:51 +02:00
parent 3a7f3c7ec3
commit 87fe48ef74
2 changed files with 9 additions and 9 deletions
+8 -1
View File
@@ -31,7 +31,14 @@ func animate_slime():
$AnimatedSprite2D.play("move_up") $AnimatedSprite2D.play("move_up")
func take_damage(): func take_damage():
pass HP -= 1
var flash_red_color: Color = Color(20, 0, 0)
modulate = flash_red_color
await get_tree().create_timer(0.2).timeout
var original_color: Color = Color(1, 1, 1)
modulate = original_color
if (HP <= 0):
queue_free()
func _on_player_detect_area_body_entered(body): func _on_player_detect_area_body_entered(body):
if body is Player: if body is Player:
+1 -8
View File
@@ -98,14 +98,7 @@ func _on_sword_area_2d_body_entered(body: Node2D) -> void:
var knockback_direction: Vector2 = distance_to_enemy.normalized() var knockback_direction: Vector2 = distance_to_enemy.normalized()
var knockback_strength = 150 var knockback_strength = 150
body.velocity += knockback_direction * knockback_strength body.velocity += knockback_direction * knockback_strength
body.HP -= 1 body.take_damage()
var flash_red_color: Color = Color(20, 0, 0)
body.modulate = flash_red_color
await get_tree().create_timer(0.2).timeout
var original_color: Color = Color(1, 1, 1)
body.modulate = original_color
if (body.HP <= 0):
body.queue_free()
func attack(): func attack():
$Sword/SwordSFX.play() $Sword/SwordSFX.play()