Removed shoot() from controllers. Removed idle animation from laser
This commit is contained in:
@@ -3,7 +3,6 @@ extends Node
|
||||
|
||||
|
||||
signal accelerate(direction: Vector2, delta: float)
|
||||
signal shoot()
|
||||
|
||||
|
||||
const FREE_FLIGHT_DIST = 50
|
||||
@@ -17,8 +16,6 @@ var direction : Vector2
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if ship.is_on_screen:
|
||||
shoot.emit()
|
||||
accelerate.emit(direction, delta)
|
||||
|
||||
|
||||
|
||||
@@ -4,15 +4,12 @@ extends Node
|
||||
|
||||
signal accelerate(direction: Vector2, delta: float)
|
||||
|
||||
signal shoot()
|
||||
|
||||
signal blink(direction: Vector2)
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var input_direction := _get_input_direction()
|
||||
accelerate.emit(input_direction, delta)
|
||||
shoot.emit()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
|
||||
Reference in New Issue
Block a user