Unlocked framerate

This commit is contained in:
Melvin Weiß 2025-09-23 12:36:15 +02:00
parent 28a6e98d3d
commit 39df6cd554
13 changed files with 19 additions and 16 deletions

View file

@ -13,7 +13,7 @@ func _ready() -> void:
await get_tree().create_timer(1).timeout await get_tree().create_timer(1).timeout
moving = true moving = true
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
if moving: if moving:
position += (target - global_position).normalized().rotated(-get_parent().rotation) * speed * delta position += (target - global_position).normalized().rotated(-get_parent().rotation) * speed * delta
if((global_position - target).length() < 40): if((global_position - target).length() < 40):

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@ -18,7 +18,7 @@ func _ready() -> void:
child.connect("target_reached", _on_target_reached) child.connect("target_reached", _on_target_reached)
$SplashSound.play() $SplashSound.play()
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
if ready_blobs == num_blobs: if ready_blobs == num_blobs:
position += (player.position - position).normalized() * speed * delta position += (player.position - position).normalized() * speed * delta
rotate(angular_speed * delta) rotate(angular_speed * delta)

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@ -30,16 +30,17 @@ func choose_next_move() -> String:
pool.append("wave") pool.append("wave")
return ["slam", "wave", "splash"].pick_random() return ["slam", "wave", "splash"].pick_random()
func _physics_process(delta: float) -> void: func _process(_delta: float) -> void:
if dead: return if dead: return
up_direction = earthaligner.global_from_local(Vector2.UP)
if attack_ready: if attack_ready:
attack_ready = false attack_ready = false
call(choose_next_move()) call(choose_next_move())
func _physics_process(delta: float) -> void:
if dead: return
up_direction = earthaligner.global_from_local(Vector2.UP)
if(is_on_floor()): if(is_on_floor()):
grounded.emit() grounded.emit()
if idle_move: move_idle(delta) if idle_move: move_idle(delta)
if($Hitbox.overlaps_body(player)): if($Hitbox.overlaps_body(player)):
player.hurt(damage, self.position - player.position) player.hurt(damage, self.position - player.position)

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@ -14,7 +14,7 @@ func _ready() -> void:
player = get_tree().get_root().get_node_or_null("main/Player") player = get_tree().get_root().get_node_or_null("main/Player")
$AnimatedSprite2D.play("default") $AnimatedSprite2D.play("default")
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
if !is_instance_valid(player): if !is_instance_valid(player):
return return

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@ -15,7 +15,7 @@ func _ready() -> void:
for segment in segments: for segment in segments:
segment.segment_damaged.connect(hurt) segment.segment_damaged.connect(hurt)
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
if dead: return if dead: return
if not $RayCast2D2.has_overlapping_bodies(): if not $RayCast2D2.has_overlapping_bodies():
position += 200 * delta * $EarthAligner.global_from_local(Vector2.DOWN) position += 200 * delta * $EarthAligner.global_from_local(Vector2.DOWN)

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@ -4,7 +4,7 @@ var damage = 1
signal segment_damaged signal segment_damaged
func _physics_process(_delta: float) -> void: func _process(_delta: float) -> void:
if (player != null and overlaps_body(player)): if (player != null and overlaps_body(player)):
player.hurt(damage, self.global_position-player.global_position) player.hurt(damage, self.global_position-player.global_position)

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@ -4,7 +4,7 @@ var damage = 20
var direction = Vector2(1,0) var direction = Vector2(1,0)
@export var speed = 2000 @export var speed = 2000
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
self.position += delta * speed * direction self.position += delta * speed * direction
for area in get_overlapping_areas(): for area in get_overlapping_areas():
area.hurt(damage, -3 * direction) area.hurt(damage, -3 * direction)

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@ -4,7 +4,7 @@ var dash_time = 0.15
var dashing = 0 var dashing = 0
var dash_dir var dash_dir
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
super(delta) super(delta)
if dashing > 0: if dashing > 0:
dashing -= delta dashing -= delta

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@ -2,7 +2,7 @@ class_name Item extends Area2D
@onready var player = get_tree().get_root().get_node_or_null("main/Player") @onready var player = get_tree().get_root().get_node_or_null("main/Player")
var collected = false var collected = false
func _physics_process(_delta: float) -> void: func _process(_delta: float) -> void:
if(is_instance_valid(player) and overlaps_body(player)): if(is_instance_valid(player) and overlaps_body(player)):
if(self.has_method("collect") and collect()): if(self.has_method("collect") and collect()):
set_deferred("monitoring", false) set_deferred("monitoring", false)

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@ -72,13 +72,15 @@ func _ready() -> void:
health_changed.emit(current_hp) health_changed.emit(current_hp)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
manage_velocity(delta)
move_and_slide()
func _process(delta: float) -> void:
manage_iframes(delta) manage_iframes(delta)
manage_movement_options() manage_movement_options()
manage_active(delta) manage_active(delta)
manage_animation() manage_animation()
manage_attack(delta) manage_attack(delta)
manage_velocity(delta)
move_and_slide()
func manage_iframes(delta: float): func manage_iframes(delta: float):
if(inv_time > 0): if(inv_time > 0):

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@ -24,7 +24,7 @@ func swing(dir_str) -> void:
await get_tree().create_timer(0.01).timeout await get_tree().create_timer(0.01).timeout
slash_timer = slash_duration slash_timer = slash_duration
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
if slash_timer > 0: if slash_timer > 0:
slash_timer = max(0, slash_timer-delta) slash_timer = max(0, slash_timer-delta)
if(slash_timer == 0): if(slash_timer == 0):

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@ -8,7 +8,7 @@ func _ready() -> void:
rotate(randf() * TAU) rotate(randf() * TAU)
anglespeed = anglespeed * (2 * randi_range(0,1) - 1) anglespeed = anglespeed * (2 * randi_range(0,1) - 1)
func _physics_process(delta: float) -> void: func _process(delta: float) -> void:
rotate(anglespeed * delta * TAU) rotate(anglespeed * delta * TAU)
for target in ball.get_overlapping_areas(): for target in ball.get_overlapping_areas():
damage_target(target) damage_target(target)

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@ -8,7 +8,7 @@ func _ready() -> void:
parent = get_parent() parent = get_parent()
align() align()
func _physics_process(_delta: float) -> void: func _process(_delta: float) -> void:
align() align()
func align(): func align():