logical death, not death of object

This commit is contained in:
Robin Hübner 2017-08-13 01:43:46 +02:00
parent 53abec8107
commit 4ec4375b66
2 changed files with 2 additions and 2 deletions

View File

@ -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):

View File

@ -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):