Change knockbacks from random offsets to rotated vectors at random angles
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@ -108,12 +108,8 @@ func _on_hurt_state_entered():
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else:
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set_animation_direction(facing_direction)
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anim_playback.travel("hurt")
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var knockback_variance = Vector2.ZERO
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if attacked_from.x != 0:
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knockback_variance.y = randf_range(-1, 1) * KNOCKBACK_RANDOMNESS
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elif attacked_from.y != 0:
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knockback_variance.x = randf_range(-1, 1) * KNOCKBACK_RANDOMNESS
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velocity = attacked_from * KNOCKBACK_POWER + knockback_variance
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var knockback_direction = attacked_from.rotated(deg_to_rad(randf_range(-1, 1) * KNOCKBACK_RANDOMNESS))
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velocity = KNOCKBACK_POWER * knockback_direction.normalized()
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state_machine.set_expression_property("melee_stage", 0)
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@ -88,12 +88,8 @@ func _on_enemy_attack_did_hit(other, power, attack_direction):
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else:
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var facing_direction = attack_direction * -1.0
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set_animation_direction(facing_direction)
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var knockback_variance = Vector2.ZERO
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if attack_direction.x != 0:
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knockback_variance.y = randf_range(-1, 1) * KNOCKBACK_RANDOMNESS
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elif attack_direction.y != 0:
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knockback_variance.x = randf_range(-1, 1) * KNOCKBACK_RANDOMNESS
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velocity = KNOCKBACK_POWER * attack_direction + knockback_variance
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var knockback_direction = attack_direction.rotated(deg_to_rad(randf_range(-1, 1) * KNOCKBACK_RANDOMNESS))
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velocity = KNOCKBACK_POWER * knockback_direction.normalized()
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var playback: AnimationNodeStateMachinePlayback = $AnimationTree.get("parameters/playback")
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playback.travel("hurt")
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