From 4ec4375b66c4b05fbed7ae18941c473fc842dd77 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Robin=20H=C3=BCbner?= Date: Sun, 13 Aug 2017 01:43:46 +0200 Subject: [PATCH] logical death, not death of object --- Missile.gd | 2 +- Player.gd | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Missile.gd b/Missile.gd index 0383138..6669556 100644 --- a/Missile.gd +++ b/Missile.gd @@ -41,7 +41,6 @@ func _ready(): s_arrive.set_target(player) player.on_enemy_missile_lock(self) - connect("exit_tree", player, "on_enemy_missile_lock_lost", [self]) # base death timer on lifetime death_time = ps.get_lifetime() @@ -76,6 +75,7 @@ func queue_death(): sprite.hide() ps.set_emitting(false) cs.queue_free() # kill it + get_tree().get_root().get_node("Game/Player").on_enemy_missile_lock_lost(self) is_dead = true func _fixed_process(delta): diff --git a/Player.gd b/Player.gd index c7d4397..d43bfaa 100644 --- a/Player.gd +++ b/Player.gd @@ -47,7 +47,7 @@ func on_enemy_missile_lock_lost(m): enemy_missiles.erase(m) missiles_locked_on -= 1 if missiles_locked_on <= 0: - audio.stop_all() + pass func turn_towards(delta, pos):