look like it works now, i did a workaround, dunno what this issue was 💀

This commit is contained in:
Tabby 2025-08-11 23:34:05 +10:00
parent 7584cf0b19
commit 8c0860a840
8 changed files with 64 additions and 44 deletions

View file

@ -21,19 +21,21 @@ func _ready() -> void:
target_pos = position
start_pos = position
get_new_target()
become_real()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
move_progress += delta * snake_speed
if Input.is_action_just_pressed("left"):
want_direction = Vector2.LEFT
elif Input.is_action_just_pressed("right"):
want_direction = Vector2.RIGHT
elif Input.is_action_just_pressed("up"):
want_direction = Vector2.UP
elif Input.is_action_just_pressed("down"):
want_direction = Vector2.DOWN
if(!Router.player_mode):
if Input.is_action_just_pressed("left"):
want_direction = Vector2.LEFT
elif Input.is_action_just_pressed("right"):
want_direction = Vector2.RIGHT
elif Input.is_action_just_pressed("up"):
want_direction = Vector2.UP
elif Input.is_action_just_pressed("down"):
want_direction = Vector2.DOWN
position = lerp(start_pos,target_pos,move_progress)
if move_progress >= 1:
get_new_target()
@ -55,7 +57,7 @@ func become_real():
pass
func become_fake():
z_index = 0
modulate = Color.DIM_GRAY
collision_layer = 2
#z_index = 0
#modulate = Color.DIM_GRAY
#collision_layer = 2
pass