Fix Player walk miscaluculation (#425)

This commit is contained in:
Julian Murgia
2021-10-27 22:27:03 +02:00
committed by GitHub
parent 0f0058f513
commit 891d997d56

View File

@@ -180,19 +180,19 @@ func _perform_walk_orientation(angle: float):
# - target: Position2d or ESCItem to teleport to
func teleport(target: Node) -> void:
if target.has_method("get_interact_position"):
parent.position = target.get_interact_position()
parent.global_position = target.get_interact_position()
escoria.logger.info(
"Object %s is teleported at position %s" % [
target.name,
parent.position
parent.global_position
]
)
elif "position" in target:
escoria.logger.info(
"Object %s teleported at position %s" %
[parent.global_id, str(target.position)]
[parent.global_id, str(target.global_position)]
)
parent.position = target.position
parent.global_position = target.global_position
else:
escoria.logger.report_errors(
"ESCMovable#teleport()",
@@ -210,7 +210,7 @@ func teleport_to(target: Vector2) -> void:
"Object %s teleported to position %s" %
[parent.global_id, str(target)]
)
parent.position = target
parent.global_position = target
# Walk to a given position
@@ -254,7 +254,7 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
#
# - pos: Final target position
func walk_stop(pos: Vector2) -> void:
parent.position = pos
parent.global_position = pos
# parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
walk_path = []
@@ -318,7 +318,7 @@ func update_terrain(on_event_finished_name = null) -> void:
if parent.get("dont_apply_terrain_scaling"):
return
var pos = parent.position
var pos = parent.global_position
if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX:
parent.z_index = pos.y
else: