make everything use new difficulty system

This commit is contained in:
Haze Weathers 2023-06-29 23:40:38 -04:00
parent 99f46651f9
commit 723d596893
15 changed files with 41 additions and 53 deletions

View file

@ -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:

View file

@ -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)

View file

@ -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":

View file

@ -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

View file

@ -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:

View file

@ -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:

View file

@ -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():

View file

@ -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():

View file

@ -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

View file

@ -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")

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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