fx: attacking sprite/logic mismatch

This commit is contained in:
2026-01-17 14:56:25 +01:00
parent c0f5dd4628
commit 0b9b1e75d4
4 changed files with 17 additions and 12 deletions

View File

@@ -1,6 +1,6 @@
extends CharacterBody2D
@export var attack_duration = 0.12 # TODO: finetune
@export var attack_duration = 0.2 # TODO: finetune
@export var attack_cooldown_duration = 0.4
@onready var attack_area: Area2D = $AttackArea
@@ -19,6 +19,8 @@ func _ready() -> void:
attack_area.monitoring = false # no collision until attacking
attack_timer.wait_time = attack_duration
attack_cooldown_timer.wait_time = attack_cooldown_duration
func _process(delta):
velocity = Vector2.ZERO
@@ -53,16 +55,21 @@ func attack() -> void:
func _on_attack_timeout() -> void:
attack_area.monitoring = false
sprite.play("default")
attack_cooldown_timer.start()
func _on_cooldown_timeout() -> void:
can_attack = true
sprite.play("default")
func _on_attack_hit(body: Node2D) -> void:
var hit_hittable = false
if body.is_in_group("prey") or body.is_in_group("predators"):
if body.has_method("handle_damage"):
body.handle_damage(damage)
hit_hittable = true
elif body.is_in_group("resources"):
pass
if hit_hittable:
await get_tree().create_timer(0.2).timeout
sprite.play("default")
# TODO: resource handling logic