Fixed an issue with a signal for cool down; still having an issue with

wait_time and vector2 controlling movement.
This commit is contained in:
Henry 2025-12-16 00:05:26 +00:00
parent d739beb6f2
commit 65a887e9db
2 changed files with 6 additions and 5 deletions

View file

@ -16,6 +16,10 @@ var can_shoot = true
var shader_active = false
@onready var screensize = get_viewport_rect().size
@onready var explosion = $Explosion
@onready var gun_cooldown = $GunCooldown
@onready var ship = $Ship
@onready var cooldown_timer = $CooldownTimer
func _ready():
start()
@ -65,12 +69,9 @@ func set_shield(value: int):
await $Explosion/AnimationPlayer.animation_finished
died.emit()
func _on_gun_cooldown_timeout():
func _on_gun_cooldown_timeout() -> void:
can_shoot = true
func _on_gun_cool_down_timeout() -> void:
can_shoot = true
func _on_area_entered(area):
if area.is_in_group("enemies"):
area.explode()

View file

@ -104,4 +104,4 @@ visible = false
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="damage_taken" from="." to="." method="_on_damage_taken"]
[connection signal="timeout" from="GunCooldown" to="." method="_on_gun_cool_down_timeout"]
[connection signal="timeout" from="GunCooldown" to="." method="_on_gun_cooldown_timeout"]