fuzzyworld

godot-shooter / commit

Fixed merge issues.

afaeaa95ecc1ae31f12f437696a2c487dd24729d · Pavel Safronov · 2023-11-30 22:41:09 -0800 · parents 9ee37d3cbc00

Fixed merge issues.
 actors/Player.gd | 12 ++++++++----
 scenes/World.gd  |  2 +-
 2 files changed, 9 insertions(+), 5 deletions(-)

diff --git a/actors/Player.gd b/actors/Player.gd
index 631080d..b3aa23b 100644
--- a/actors/Player.gd
+++ b/actors/Player.gd
@@ -44,14 +44,13 @@ var dead = false
 var velocity: Vector2 = Vector2.UP * move_speed
 var settings: Settings
 
-func _ready() -> void:
-	velocity= Vector2.UP * move_speed
-	weapon = Weapons.create_non_gun()
-
 func create_default_weapon() -> Weapon:
 	return Weapons.create_basic_gun()
 
 func _ready() -> void:
+	velocity= Vector2.UP * move_speed
+	weapon = Weapons.create_non_gun()
+
 #	Utils.remove_user_settings()
 	settings = Utils.load_user_settings()
 	settings.save_user_settings()
@@ -103,6 +102,11 @@ func _process(_delta: float) -> void:
 			player_to_target.points[0] = self.global_position
 			player_to_target.points[1] = closest_enemy.global_position
 
+func filter_invalid_enemies(enemy: Enemy) -> bool:
+	if enemy.dead:
+		return false
+	return true
+
 func sort_enemies_ascending_distance(a: Enemy,b: Enemy):
 	var distA = self.global_position.distance_to(a.global_position)
 	var distB = self.global_position.distance_to(b.global_position)
diff --git a/scenes/World.gd b/scenes/World.gd
index 57b7734..6c837a2 100644
--- a/scenes/World.gd
+++ b/scenes/World.gd
@@ -235,7 +235,7 @@ func _on_UpdateTimer_timeout() -> void:
 	var filteredEnemies = Utils.filter(funcref(self,"filter_invalid_enemies"), enemies)
 	for e in filteredEnemies:
 		var enemy: Enemy = e
-		enemy.turn_towards($Player.position)
+		enemy.set_target($Player.position)
 		var diff = enemy.global_position - player.global_position
 		var dist = diff.length()
 		var is_too_far = dist > item_replacement_distance