Reworked ending code to be more player node determined; added heart

animation; added reversable cloud scale toggle.
This commit is contained in:
Henry 2026-03-06 13:35:38 +00:00
parent 2db69a689b
commit 5bf3078953
10 changed files with 125 additions and 34 deletions

View file

@ -9,7 +9,7 @@ var tween_speed: float = 1.4
var pause: bool = false
var horse_counter: int = 0
var horse_counter: int = 1
var horse_phase: bool = true
var exploding:bool = false
var heart_taken: bool = false
@ -118,28 +118,31 @@ func heart_check():
print("Horse Counter:",horse_counter)
if heart_taken == true or heart_broken == true:
$Heart.monitoring = false
$Heart.monitorable = false
#$Heart.monitoring = false
#$Heart.monitorable = false
horse_phase = false
horse_phase_check()
func _on_ending(value: int):
func _on_ending(value: int):
if value == 1:
heart_taken = true
horse_phase = false
#horse_phase_check()
print("Fix your broken heart or die")
$Sprite2D.frame = 0
var tween = create_tween()
tween.tween_property(self, "position:y", 180, 2).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "position:y", 60 * -1, .25).set_ease(Tween.EASE_IN)
await get_tree().create_timer(8).timeout
EventBus.goose_talk.emit(3)
self.monitoring = false
self.monitorable = false
#var tween = create_tween()
#tween.tween_property($Player, "position:y", 180, 2)#.set_ease(Tween.EASE_OUT)
#tween.tween_property($Player, "position:y", 60 * -1, .25)#.set_ease(Tween.EASE_IN)
#await get_tree().create_timer(8).timeout
#EventBus.goose_talk.emit(3)
#self.monitoring = false
#self.monitorable = false
if value == 2: