diff --git a/scripts/Player.gd b/scripts/Player.gd index 80ac6e5..7ebdac6 100644 --- a/scripts/Player.gd +++ b/scripts/Player.gd @@ -50,7 +50,7 @@ func _set_player_current_health(change: int) -> void: var new_health = prev_health + change current_health = new_health if current_health <= 0: - %PlayerHealthBar/PlayerHealthCurrent.text = str(0) + $PlayerHealthBar/PlayerHealthCurrent.text = str(0) $PlayerHealthBar.value = 0 # TODO: change to scene transition after slowing for a couple seconds Engine.time_scale = 0.0001 diff --git a/scripts/combat_ui_scene.gd b/scripts/combat_ui_scene.gd index 4128a29..a5dcb54 100644 --- a/scripts/combat_ui_scene.gd +++ b/scripts/combat_ui_scene.gd @@ -53,7 +53,8 @@ func _go_next_area() -> void: # Globals.debug_print("gna signal emitted") %QuestsContainer.remove_child(prevAreaQuest) # Globals.debug_print("gna quest removed") - prevAreaQuest.queue_free() + # HACK: rethink logic flow, or is it? node count not going up... + # prevAreaQuest.queue_free() totalAreas += 1 %AreaCountVal.text = str(totalAreas) # Globals.debug_print("gna quest queued to free")