4.6, new attack, enemy spawning, shaders, bunch of stuff

This commit is contained in:
Daniel Kauss Serna 2026-02-17 01:24:05 +01:00
parent e08e3ebb13
commit 19517a3176
84 changed files with 13348 additions and 91399 deletions

View file

@ -1,31 +1,30 @@
class_name Hitbox extends Area2D
signal collided;
var from_player = true
signal onhit;
var hitplayer = false
#func _process(delta: float) -> void:
#EventBus.cut_grass_at.emit(global_position, 14)
var enabled = true
func _ready() -> void:
collision_mask = 0xffff
body_entered.connect(_on_body_entered)
area_entered.connect(_on_area_entered)
func _on_area_entered(area : Area2D):
if area is Hitbox:
if area.from_player != from_player:
collided.emit()
func _on_body_entered(body: Node) -> void:
print(body)
if not enabled: return
if body is Enemy and from_player:
var bname := str(body.name)
body.damage()
onhit.emit()
collided.emit()
body.knockback()
EventBus.debug_print.emit("Hit: " + bname)
if body is Player and not from_player and not hitplayer:
var bname := str(body.name)
hitplayer = true
if body is Player and not from_player:
body.damage()
onhit.emit()
EventBus.debug_print.emit("Hit: " + bname)
EventBus.debug_print.emit(str(body))
if body is StaticBody2D:
onhit.emit()
collided.emit()
if body is StaticBody2D or body is Hitbox:
collided.emit()