godot-shooter / commit
Enemies follow player.
Enemy.gd | 2 +- Player.gd | 1 - 2 files changed, 1 insertion(+), 2 deletions(-) diff --git a/Enemy.gd b/Enemy.gd index 84b54d7..9deefe7 100644 --- a/Enemy.gd +++ b/Enemy.gd @@ -28,7 +28,7 @@ func _physics_process(delta: float) -> void: var angle_to_player = dir_to_player.angle() + PI / 2.0 var vel = dir_to_player * move_speed global_rotation = angle_to_player - velocity = move_and_slide(velocity) + velocity = move_and_slide(vel) var ray_length = ray_cast_2d.cast_to.length() if ray_cast_2d.is_colliding() and ray_cast_2d.get_collider() == player and dist_to_player < (ray_length + 5): diff --git a/Player.gd b/Player.gd index bc42077..56ea036 100644 --- a/Player.gd +++ b/Player.gd @@ -6,7 +6,6 @@ export var max_health = 10 export var shot_period_seconds = .1 export var bullet: PackedScene -#onready var bullet = preload("res://Bullet.tscn") var PopupControl = preload("res://Popup.tscn") var dead = false