fixed landing recoil

This commit is contained in:
Derek
2024-12-04 19:52:26 -06:00
parent 478e2822d2
commit f293c6745f
7 changed files with 110 additions and 3203 deletions

View File

@@ -1,6 +1,6 @@
extends Node3D
@export var load_save : = true
@export var player : Node
@export var money = 250
@export var start_health = 3
@@ -46,12 +46,10 @@ func _ready():
#connect to signals
SignalBus.enemy_count_changed.connect(enemy_count)
#refresh_scene()
#LOAD DATA
SaveLoad.load_persistent_data()
#refresh_scene()
if SaveLoad.data_cleared:
if SaveLoad.data_cleared or !load_save:
refresh_scene()
GameGlobals.game_loaded = true
SignalBus.emit_signal("game_loaded")
@@ -59,8 +57,8 @@ func _ready():
SaveLoad.load_save_game_data()
#Spawn Crown
var crown_spawn = crown.instantiate()
if SaveLoad.last_hit_path:
var crown_spawn = crown.instantiate()
var crown_target = get_node(SaveLoad.last_hit_path)
if crown_target:
crown_target.add_child(crown_spawn)

View File

@@ -239,7 +239,7 @@ func _physics_process(delta):
var recoil_amount = Vector3(-.3,0,0)
land_sound.volume_db = land_volume
land_sound.play()
recoil.add_recoil(recoil_amount,10,2)
recoil.add_recoil(recoil_amount,10,10)
moving_fast_top_speed = 0.0
moving_fast = false