Fix: Molecular player sprite set explicitely now, should not be affected by editor anymore

This commit is contained in:
2026-03-01 12:11:49 +01:00
parent 99de1fc113
commit ac6549579e
2 changed files with 8 additions and 0 deletions

View File

@@ -18,6 +18,7 @@ var desired_rotation: float = 0
var resources: int = 0
# Health
var maxHealth: int = 100
var healthPoints: int = 100
var isAlive: bool = true
@onready var invulnerable_cooldown_timer: Timer = $InvulnerableCooldownTimer
@@ -31,6 +32,8 @@ func _ready() -> void:
attack_timer.wait_time = attack_duration
attack_cooldown_timer.wait_time = attack_cooldown_duration
sprite.play("default")
func _process(delta):
# TODO: Connects this to some respawn screen
@@ -107,3 +110,7 @@ func handle_damage(dmg: int, src: Node) -> void:
func collect_resource(damnt: int) -> void:
resources += damnt
print("Resource collected! Total: ", resources)

View File

@@ -44,6 +44,7 @@ script = ExtResource("1_0ix7k")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1745800698]
visibility_layer = 2
sprite_frames = SubResource("SpriteFrames_onrkg")
animation = &"attacking"
[node name="AttackArea" type="Area2D" parent="." unique_id=187975387]
position = Vector2(0, 56)