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Fix constant defined two times, Fix #58
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Co-authored-by: Luc Stepniewski <luc@stepniewski.fr>
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NathanLovato and Luc Stepniewski committed Oct 4, 2018
1 parent 0970fb8 commit 0c03feb
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Showing 2 changed files with 4 additions and 4 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
[ext_resource path="res://theme/godot.theme" type="Theme" id=3]
[ext_resource path="res://slide/widgets/text_edit/TextEdit.gd" type="Script" id=4]

[node name="AttackDummies" type="Control" index="0"]
[node name="AttackDummies" type="Control"]

anchor_left = 0.0
anchor_top = 0.0
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Original file line number Diff line number Diff line change
Expand Up @@ -8,8 +8,8 @@ var state = null
# Registering input before the attack ends
# Also common in platform games or for jump mechanics.
# You register the next jump before the character hits the ground
enum ATTACK_INPUT_STATES { IDLE, LISTENING, REGISTERED }
var attack_input_state = IDLE
enum ATTACK_INPUT_STATES { WAITING, LISTENING, REGISTERED }
var attack_input_state = WAITING
var ready_for_next_attack = false
# The combo is hard-coded in each weapon
# Unless the weapon has more than 2 or 3,
Expand Down Expand Up @@ -52,7 +52,7 @@ func _change_state(new_state):
match state:
ATTACK:
hit_objects = []
attack_input_state = IDLE
attack_input_state = WAITING
ready_for_next_attack = false

match new_state:
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