godot-shooter / commit
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