fix: combat animation fix; add the death animation + delay;

This commit is contained in:
2026-09-24 22:33:48 +02:00
parent 20c127e11d
commit aff5df529e
2 changed files with 31 additions and 3 deletions
+12 -2
View File
@@ -18,6 +18,9 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
if SceneManager.player_hp <= 0:
return
if not is_attacking:
move_player()
push_blocks()
@@ -78,8 +81,8 @@ func _on_hit_box_area_2d_body_entered(body: Node2D) -> void:
velocity += normalize_knockback * 500
func die():
get_tree().call_deferred("reload_current_scene")
SceneManager.player_hp = 3
$AnimatedSprite2D.play("death")
$DeathTimer.start()
func _on_sword_area_2d_body_entered(body: Node2D) -> void:
var distance_to_enemy: Vector2 = body.global_position - global_position
@@ -91,6 +94,8 @@ func _on_sword_area_2d_body_entered(body: Node2D) -> void:
body.queue_free()
func attack():
if not $Sword/SwordTimer.is_stopped():
return
var player_animation: String = $AnimatedSprite2D.animation
if player_animation == "move_right":
$AnimatedSprite2D.play("attack_right")
@@ -125,3 +130,8 @@ func _on_sword_timer_timeout() -> void:
$AnimatedSprite2D.play("move_up")
if player_animation == "attack_down":
$AnimatedSprite2D.play("move_down")
func _on_death_timer_timeout() -> void:
get_tree().call_deferred("reload_current_scene")
SceneManager.player_hp = 3