Add respawn signal from Player connecting to BackgroundParticles
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4 changed files with 9 additions and 3 deletions
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@ -45,4 +45,5 @@ offset_right = 5000.0
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offset_bottom = 5000.0
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[connection signal="input_event" from="." to="BackgroundParticles" method="_on_player_input_event"]
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[connection signal="player_respawned" from="." to="BackgroundParticles" method="_on_player_player_respawned"]
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@ -3,4 +3,4 @@ extends Node2D
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var startPosX : int = 24
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var startPosY : int = 184
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var next_level : String = "res://Scenes/main.tscn"
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var next_level : String = "res://Scenes/Levels/level_4.tscn"
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@ -63,3 +63,7 @@ func reloadParticles() -> void:
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#Set the material of the particle child object to the created material.
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particle_child.process_material = material
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func _on_player_player_respawned() -> void:
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reloadParticles()
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@ -15,7 +15,7 @@ var move_input : float
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var dead : bool
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var tile_map_custom_data = []
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signal player_died
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signal player_respawned
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func _ready() -> void:
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@ -94,7 +94,6 @@ func death(fallen: bool) -> void:
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#Prevents movement.
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dead = true
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player_died.emit()
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#Checks if the player has not fallen out of bounds.
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#If not, halt all current velocity, and shrink them down to 0 scale as a death animation.
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@ -122,6 +121,8 @@ func respawn() -> void:
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#Sets the Y gravity back to default (downwards)
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if al_globals.y_gravity < 0:
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al_globals.y_gravity *= -1
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player_respawned.emit()
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#Change their position to the start position of the current level.
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position.x = current_level.startPosX
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