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authorEric R. Monson <eriixblaike+git@gmail.com>2015-08-28 11:15:31 -0700
committerEric R. Monson <eriixblaike+git@gmail.com>2015-08-28 11:15:31 -0700
commitf0119c2e3c0ddb19cef1fdf6cfebb6697dabd14d (patch)
tree7073b8e9ed8809cdde3a269cdd1d0ca11becc25d /demos/3d
parentb0be30d9efb11aba10fd97c71fec47e34ea88ca1 (diff)
Properly free enemies after death in 3d platformer demo.
Previously, they stuck around as invisible physics objects. This fix is much cleaner than my previous attempts, as it uses the ability to call a function from an animation as is done in the 2d platformer demo.
Diffstat (limited to 'demos/3d')
-rw-r--r--demos/3d/platformer/enemy.gd3
-rw-r--r--demos/3d/platformer/enemy.scnbin37784 -> 38594 bytes
2 files changed, 2 insertions, 1 deletions
diff --git a/demos/3d/platformer/enemy.gd b/demos/3d/platformer/enemy.gd
index cbbb2fe725..9b2e95a96d 100644
--- a/demos/3d/platformer/enemy.gd
+++ b/demos/3d/platformer/enemy.gd
@@ -91,4 +91,5 @@ func _ready():
# Initalization here
pass
-
+func _die():
+ queue_free()
diff --git a/demos/3d/platformer/enemy.scn b/demos/3d/platformer/enemy.scn
index 06d725061d..083582a85a 100644
--- a/demos/3d/platformer/enemy.scn
+++ b/demos/3d/platformer/enemy.scn
Binary files differ