Table of Contents
src / stages / gimmicks / springboard / springboard.tscn
Diagram
Instantiators
Scene Tree
-
Springboard Sprite2D
-
Area2D Area2D
-
CollisionShape2D CollisionShape2D
-
-
AnimationPlayer AnimationPlayer
-
Signal Connections
$Area2D:[area_entered]⇒$.
func _on_area_2d_area_entered(area: Area2D) -> void:
if standby: hit.call_deferred(area.owner as Player)
$AnimationPlayer:[animation_finished]⇒$.
func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
standby = true
Animations
Animation_veh16
hit
Properties
| Name | Value |
|---|---|
scale |
|
texture |
|
hframes |
|
script |
| Name | Value |
|---|---|
collision_mask |
|
| Name | Value |
|---|---|
position |
|
shape |
|
| Name | Value |
|---|---|
unique_name_in_owner |
|
libraries/ |
|
springboard.gd
extends Sprite2D
@onready var standby : bool = true
const FORCE := -1800
func hit(player: Player) -> void:
standby = false
player.velocity.y = FORCE
player.regain_dash_charge()
%AnimationPlayer.play(&'hit')
func _on_area_2d_area_entered(area: Area2D) -> void:
if standby: hit.call_deferred(area.owner as Player)
func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
standby = true
