diff --git a/maps/level_select.gd b/maps/level_select.gd index 4237305..f0bf594 100644 --- a/maps/level_select.gd +++ b/maps/level_select.gd @@ -32,7 +32,7 @@ export var target_time_any = 0 # Called when the node enters the scene tree for the first time. func _ready(): - easy_mode_text.text = "difficulty: %s, X to change" % ["sweet", "salty", "spicy", "pungent"][Game.difficulty] + easy_mode_text.text = "difficulty: %s, Z to change" % ["sweet", "salty", "spicy", "pungent"][Game.difficulty] Fade.fade_in(0.000000000000001) change_current_level(Game.current_level) Audio.ac_music.stop() @@ -55,7 +55,7 @@ func _physics_process(delta): #Toggle lives mode if Input.is_action_just_pressed("ui_cancel"): Game.difficulty = (Game.difficulty + 1) % 4 - easy_mode_text.text = "difficulty: %s, X to change" % ["sweet", "salty", "spicy", "pungent"][Game.difficulty] + easy_mode_text.text = "difficulty: %s, Z to change" % ["sweet", "salty", "spicy", "pungent"][Game.difficulty] func change_current_shard(amount): if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range diff --git a/objects/enemy/artificial_soul.gd b/objects/enemy/artificial_soul.gd index e5a5ee7..c593b1d 100644 --- a/objects/enemy/artificial_soul.gd +++ b/objects/enemy/artificial_soul.gd @@ -15,9 +15,8 @@ func _ready() -> void: pivot.rotation = initial_angle * 0.785398 # TAU / 8.0 if Engine.editor_hint: return - #Easy mode - if Game.is_easy_mode: - speed *= Game.easy_mode_speed_factor + # adjust to difficulty + speed *= Game.enemy_speed_factor func _physics_process(delta: float) -> void: if Engine.editor_hint: diff --git a/objects/enemy/boss/scrump.gd b/objects/enemy/boss/scrump.gd index bb5498c..ac9dfee 100644 --- a/objects/enemy/boss/scrump.gd +++ b/objects/enemy/boss/scrump.gd @@ -19,13 +19,12 @@ const Gore = preload("res://objects/enemy/boss/scrump_gore.tscn") func _ready(): seed(hash("HEROMARK2")) - #Easy mode - if Game.is_easy_mode: - arrow_speed *= Game.easy_mode_speed_factor - shoot_time /= Game.easy_mode_speed_factor - speed *= Game.easy_mode_speed_factor - phase2_speed *= Game.easy_mode_speed_factor - phase3_speed *= Game.easy_mode_speed_factor + # adjust to difficulty + arrow_speed *= Game.enemy_speed_factor + shoot_time /= Game.enemy_speed_factor + speed *= Game.enemy_speed_factor + phase2_speed *= Game.enemy_speed_factor + phase3_speed *= Game.enemy_speed_factor func shoot(): Game.instance_node(Projectile,shootpoint.global_position.x,stepify(shootpoint.global_position.y,8),map) diff --git a/objects/enemy/enemy_jump.gd b/objects/enemy/enemy_jump.gd index 35b39bc..74fbc89 100644 --- a/objects/enemy/enemy_jump.gd +++ b/objects/enemy/enemy_jump.gd @@ -12,10 +12,9 @@ onready var sprite = $Sprite func _ready(): anims.play("idle") - #Easy mode - if Game.is_easy_mode: - speed *= Game.easy_mode_speed_factor - anims.playback_speed *= Game.easy_mode_speed_factor + # adjust to difficulty + speed *= Game.enemy_speed_factor + anims.playback_speed *= Game.enemy_speed_factor func _physics_process(delta): if anims.current_animation == "jump": diff --git a/objects/enemy/enemy_move_diagonal.gd b/objects/enemy/enemy_move_diagonal.gd index a289010..fb12536 100644 --- a/objects/enemy/enemy_move_diagonal.gd +++ b/objects/enemy/enemy_move_diagonal.gd @@ -18,8 +18,8 @@ func _ready(): #Move in direction selected if move_direction == 0: direction = Vector2(1,-1) - #Speed - speed *= Game.easy_mode_speed_factor + # adjust to difficulty + speed *= Game.enemy_speed_factor func _physics_process(delta): #Move diff --git a/objects/enemy/enemy_move_sidesideupdown.gd b/objects/enemy/enemy_move_sidesideupdown.gd index 365c157..86cec17 100644 --- a/objects/enemy/enemy_move_sidesideupdown.gd +++ b/objects/enemy/enemy_move_sidesideupdown.gd @@ -21,9 +21,8 @@ func _ready(): return left_up_boundary *= 8 right_down_boundary *= 8 - #Easy mode - if Game.is_easy_mode == true: - speed = speed * Game.easy_mode_speed_factor + # adjust to difficulty + speed *= Game.enemy_speed_factor func _physics_process(delta): if Engine.editor_hint: diff --git a/objects/enemy/enemy_speedup_in_range.gd b/objects/enemy/enemy_speedup_in_range.gd index 6541c08..6fb0ebc 100644 --- a/objects/enemy/enemy_speedup_in_range.gd +++ b/objects/enemy/enemy_speedup_in_range.gd @@ -20,11 +20,10 @@ var speed = 50 var go_fast = false func _ready(): - #Easy mode - if Game.is_easy_mode: - speed *= Game.easy_mode_speed_factor - slower_speed *= Game.easy_mode_speed_factor - faster_speed *= Game.easy_mode_speed_factor + # adjust to difficulty + speed *= Game.enemy_speed_factor + slower_speed *= Game.enemy_speed_factor + faster_speed *= Game.enemy_speed_factor func _physics_process(delta): if move_direction == 0: diff --git a/objects/enemy/laser_wall.gd b/objects/enemy/laser_wall.gd index a214f34..49b177c 100644 --- a/objects/enemy/laser_wall.gd +++ b/objects/enemy/laser_wall.gd @@ -12,10 +12,9 @@ onready var sparks = $SparkParticles func _ready(): yield(get_tree().create_timer(delay, false), "timeout") _disable_laser() - #Easy mode - if Game.is_easy_mode: - off_time /= Game.easy_mode_speed_factor - on_time /= Game.easy_mode_speed_factor + # adjust to difficulty + off_time /= Game.enemy_speed_factor + on_time /= Game.enemy_speed_factor func _physics_process(delta): if cast.is_colliding(): diff --git a/objects/enemy/roboturret.gd b/objects/enemy/roboturret.gd index 4fcb76d..d4eeb49 100644 --- a/objects/enemy/roboturret.gd +++ b/objects/enemy/roboturret.gd @@ -12,10 +12,9 @@ const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn") func _ready(): death_sound = Audio.a_die_robot - #Easy Mode - if Game.is_easy_mode: - shoot_time /= Game.easy_mode_speed_factor - arrow_speed *= Game.easy_mode_speed_factor + # adjust to difficulty + shoot_time /= Game.enemy_speed_factor + arrow_speed *= Game.enemy_speed_factor func _physics_process(delta): if raycast.is_colliding(): diff --git a/objects/enemy/rolling_fiend.gd b/objects/enemy/rolling_fiend.gd index 37860eb..0c79268 100644 --- a/objects/enemy/rolling_fiend.gd +++ b/objects/enemy/rolling_fiend.gd @@ -22,9 +22,8 @@ func _ready(): if is_on_surface(DIRS[i]): floor_direction = i break - #Easy mode - if Game.is_easy_mode: - move_speed *= Game.easy_mode_speed_factor + # adjust to difficulty + move_speed *= Game.enemy_speed_factor func _physics_process(delta): movement_accumulator += move_speed * delta diff --git a/objects/enemy/skelarcher.gd b/objects/enemy/skelarcher.gd index f5533ea..99119ea 100644 --- a/objects/enemy/skelarcher.gd +++ b/objects/enemy/skelarcher.gd @@ -18,10 +18,9 @@ onready var arrow_spawn_r = $ArrowSpawnR func _ready(): death_sound = Audio.a_die_skeleton timer.start(shoot_time) - #Easy mode - if Game.is_easy_mode: - shoot_time /= Game.easy_mode_speed_factor - arrow_speed *= Game.easy_mode_speed_factor + # adjust to difficulty + shoot_time /= Game.enemy_speed_factor + arrow_speed *= Game.enemy_speed_factor func _on_Timer_timeout(): anims.play("shoot") diff --git a/objects/enemy/spider.gd b/objects/enemy/spider.gd index ff03d73..445a9cc 100644 --- a/objects/enemy/spider.gd +++ b/objects/enemy/spider.gd @@ -23,9 +23,8 @@ func _ready(): hitbox.global_position.y = old_y line.points[1].y = hitbox.position.y raycast.queue_free() - #Easy mode - if Game.is_easy_mode: - speed *= Game.easy_mode_speed_factor + # adjust to difficulty + speed *= Game.enemy_speed_factor func _physics_process(delta): hitbox.position.y += direction * speed * delta diff --git a/objects/enemy/steam.gd b/objects/enemy/steam.gd index 9fc48b0..fcb02be 100644 --- a/objects/enemy/steam.gd +++ b/objects/enemy/steam.gd @@ -14,10 +14,9 @@ func _ready(): if !active: particles.emitting = false collision_shape.disabled = true - #Easy mode - if Game.is_easy_mode: - off_time /= Game.easy_mode_speed_factor - on_time /= Game.easy_mode_speed_factor + # adjust to difficulty + off_time /= Game.enemy_speed_factor + on_time /= Game.enemy_speed_factor func _physics_process(delta): time += delta diff --git a/objects/environment/falling_block/falling_block.gd b/objects/environment/falling_block/falling_block.gd index d8b7027..3095ab0 100644 --- a/objects/environment/falling_block/falling_block.gd +++ b/objects/environment/falling_block/falling_block.gd @@ -11,10 +11,9 @@ onready var anims = $AnimationPlayer onready var sprite = $Sprite func _ready(): - #Easy Mode - if Game.is_easy_mode: - fall_speed *= Game.easy_mode_speed_factor - fall_timer.wait_time /= Game.easy_mode_speed_factor + # adjust to difficulty + fall_speed *= Game.enemy_speed_factor + fall_timer.wait_time /= Game.enemy_speed_factor func _physics_process(delta): #Fall diff --git a/objects/environment/turniwood/turning_platform.gd b/objects/environment/turniwood/turning_platform.gd index 7c7cb03..8c8989b 100644 --- a/objects/environment/turniwood/turning_platform.gd +++ b/objects/environment/turniwood/turning_platform.gd @@ -17,7 +17,7 @@ func _ready(): else: delay_timer.start(delay) #Easy mode - time_ms /= Game.easy_mode_speed_factor + time_ms /= Game.enemy_speed_factor func _on_AnimationPlayer_animation_finished(anim_name): #Return to idle after turn animation