game now handles player/commands falling out of the world, updated readme with todo and removed todo.txt

This commit is contained in:
Clevertop 2024-08-11 12:47:57 +10:00
parent 4b4d97746c
commit f1dea7e36d
6 changed files with 48 additions and 36 deletions

View file

@ -44,7 +44,7 @@ func _process(delta):
start_room()
if Input.is_action_just_pressed("reset"):
gui.show_lose_screen("Reset Pressed", 3)
gui.show_lose_screen("Reset Pressed", 2)
fail_room()
if room_started and current_tick < level_time+1:
@ -55,7 +55,7 @@ func _process(delta):
tick_timer = 0
current_tick += 1
if current_tick == 11:
gui.show_lose_screen("Time Expired", 3)
gui.show_lose_screen("Time Expired", 2)
player.clear_effects()
fail_room()
pass
@ -88,25 +88,11 @@ func _process(delta):
#world_env.environment.fog_enabled = room_failed #this whole section is cooked
#if room_failed:
#fail_timer -= delta
#var effect_number = 3-fail_timer
#world_env.environment.fog_density = clampf(pow(effect_number,2),0,10)
#world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1)
#if fail_timer < 0:
#room_failed = false
#reset_room()
#if not room_ready:
#ready_timer -= delta
#var effect_number = ready_timer
#world_env.environment.fog_density = clampf(pow(effect_number,2),0,10)
#world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1)
#
#if ready_timer < 0:
#room_ready = true
#player.process_mode = Node.PROCESS_MODE_INHERIT
#pass
if (player.global_position.y < -20):
fail_room()
gui.show_lose_screen("Fell out of world", 2)

View file

@ -12,7 +12,7 @@ extends CharacterBody3D
signal object_clicked(object : Node3D)
var SPEED = 5.0
const JUMP_VELOCITY = 4.5
const JUMP_VELOCITY = 9 #was 4.5
#effects
var dash_time = 0
@ -105,6 +105,8 @@ func _physics_process(delta):
gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
pass
move_and_slide()