Add respawn signal from Player connecting to BackgroundParticles

This commit is contained in:
Tanner Van Teeffelen 2026-04-25 21:18:20 -04:00
parent 32977ba666
commit 86464d6410
4 changed files with 9 additions and 3 deletions

View file

@ -45,4 +45,5 @@ offset_right = 5000.0
offset_bottom = 5000.0 offset_bottom = 5000.0
[connection signal="input_event" from="." to="BackgroundParticles" method="_on_player_input_event"] [connection signal="input_event" from="." to="BackgroundParticles" method="_on_player_input_event"]
[connection signal="player_respawned" from="." to="BackgroundParticles" method="_on_player_player_respawned"]
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"] [connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]

View file

@ -3,4 +3,4 @@ extends Node2D
var startPosX : int = 24 var startPosX : int = 24
var startPosY : int = 184 var startPosY : int = 184
var next_level : String = "res://Scenes/main.tscn" var next_level : String = "res://Scenes/Levels/level_4.tscn"

View file

@ -63,3 +63,7 @@ func reloadParticles() -> void:
#Set the material of the particle child object to the created material. #Set the material of the particle child object to the created material.
particle_child.process_material = material particle_child.process_material = material
func _on_player_player_respawned() -> void:
reloadParticles()

View file

@ -15,7 +15,7 @@ var move_input : float
var dead : bool var dead : bool
var tile_map_custom_data = [] var tile_map_custom_data = []
signal player_died signal player_respawned
func _ready() -> void: func _ready() -> void:
@ -94,7 +94,6 @@ func death(fallen: bool) -> void:
#Prevents movement. #Prevents movement.
dead = true dead = true
player_died.emit()
#Checks if the player has not fallen out of bounds. #Checks if the player has not fallen out of bounds.
#If not, halt all current velocity, and shrink them down to 0 scale as a death animation. #If not, halt all current velocity, and shrink them down to 0 scale as a death animation.
@ -122,6 +121,8 @@ func respawn() -> void:
#Sets the Y gravity back to default (downwards) #Sets the Y gravity back to default (downwards)
if al_globals.y_gravity < 0: if al_globals.y_gravity < 0:
al_globals.y_gravity *= -1 al_globals.y_gravity *= -1
player_respawned.emit()
#Change their position to the start position of the current level. #Change their position to the start position of the current level.
position.x = current_level.startPosX position.x = current_level.startPosX