godot-shooter / commit
Only reset destination when a player touches it.
World.gd | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/World.gd b/World.gd index 2d09317..4a6cac9 100644 --- a/World.gd +++ b/World.gd @@ -23,6 +23,8 @@ func add_new_enemy(should_be_visible: bool = false) -> void: var pos = unit_vector * enemy_spawn_dist + $Player.global_position var enemy = Enemy.instance() + enemy.health = 1 + enemy.max_health = 10 enemy.connect("enemy_killed", self, "_on_enemy_killed") enemy.position = pos enemy.add_to_group("enemies") @@ -54,8 +56,9 @@ func set_destination(pos: Vector2) -> void: $Destination.visible = true $Player. global_rotation = global_position.direction_to(get_global_mouse_position()).angle() + PI/2.0 -func _on_Destination_body_entered(_body: Node) -> void: - is_destination_set = false +func _on_Destination_body_entered(body: Node) -> void: + if body == $Player: + is_destination_set = false func sort_enemies_ascending_distance(a: Enemy,b: Enemy): var distA = (a.global_position - $Player.global_position).length()