diff --git a/.gitignore b/.gitignore index 0af181c..8d4ddfd 100644 --- a/.gitignore +++ b/.gitignore @@ -1,3 +1,4 @@ # Godot 4+ specific ignores .godot/ /android/ +Exports diff --git a/player.gd b/player.gd index fccbb20..6b354c9 100644 --- a/player.gd +++ b/player.gd @@ -14,11 +14,11 @@ var levelcore: Node var checkpoint: Vector3 func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - while not get_node_or_null("/Level_Core/LevelCore"): - await get_tree().process_frame # Yield until the next frame - levelcore = get_node("/Level_Core/LevelCore") - checkpoint = levelcore.checkpoint - var player = get_node("/player/Player") +# while not get_node_or_null("/Level_Core/LevelCore"): +# await get_tree().process_frame # Yield until the next frame +# levelcore = get_node("/Level_Core/LevelCore") +# checkpoint = levelcore.checkpoint +# var player = get_node("/player/Player") # If touches object var touched = false @@ -32,14 +32,14 @@ func teleport_to_checkpoint(): print("checkpoint ", checkpoint, " does not exist") func _integrate_forces(state): - while not get_node_or_null("/root/Level_Core/LevelCore"): - await get_tree().process_frame - levelcore = get_node("/root/Level_Core/LevelCore") - print("levelcore set!") +# while not get_node_or_null("/Level_Core/LevelCore"): +# await get_tree().process_frame +# levelcore = get_node("/Level_Core/LevelCore") +# print("levelcore set!") for i in range(state.get_contact_count()): var collider = state.get_contact_collider_object(i) if collider is StaticBody3D and collider.name == "StaticBody3D_S1": - checkpoint = levelcore.checkpoint1 + #checkpoint = levelcore.checkpoint1 print("chat we hit the checkpoint one") #func _integrate_forces(state):