Added hurtboxes and hitboxes for the character and the attacks. Right now, they just print a message when they connect, but I'm thinking sending signals to Main_Game.gd to handle that logic.
Left debug mode on so you can see the hitboxes, You can disable by going to Debug -> Visible Collision Shapes
Instead of doing flip_h on the sprites, I'm now doing scale.x = -1. I'm doing this because I manually cleaned up the animations so they look correct, but doing so makes them completely messed up when you flip the sprite. However, doing scale.x = -1 then caused the RayCast2Ds to also flip, so my previous detection method no longer worked.
The new code for determining facing is in Main_Game.gd as I figured the characters themselves don't actually care about which way they are facing so it's probably better to handle that elsewhere.
Added hurtboxes and hitboxes for the character and the attacks. Right now, they just print a message when they connect, but I'm thinking sending signals to Main_Game.gd to handle that logic.
Left debug mode on so you can see the hitboxes, You can disable by going to Debug -> Visible Collision Shapes
Instead of doing
flip_h
on the sprites, I'm now doingscale.x = -1
. I'm doing this because I manually cleaned up the animations so they look correct, but doing so makes them completely messed up when you flip the sprite. However, doingscale.x = -1
then caused the RayCast2Ds to also flip, so my previous detection method no longer worked.The new code for determining facing is in Main_Game.gd as I figured the characters themselves don't actually care about which way they are facing so it's probably better to handle that elsewhere.