forked from team-sg/hero-mark-2
make everything use new difficulty system
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parent
99f46651f9
commit
723d596893
15 changed files with 41 additions and 53 deletions
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@ -15,9 +15,8 @@ func _ready() -> void:
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pivot.rotation = initial_angle * 0.785398 # TAU / 8.0
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if Engine.editor_hint:
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return
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#Easy mode
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if Game.is_easy_mode:
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speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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speed *= Game.enemy_speed_factor
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func _physics_process(delta: float) -> void:
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if Engine.editor_hint:
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@ -19,13 +19,12 @@ const Gore = preload("res://objects/enemy/boss/scrump_gore.tscn")
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func _ready():
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seed(hash("HEROMARK2"))
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#Easy mode
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if Game.is_easy_mode:
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arrow_speed *= Game.easy_mode_speed_factor
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shoot_time /= Game.easy_mode_speed_factor
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speed *= Game.easy_mode_speed_factor
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phase2_speed *= Game.easy_mode_speed_factor
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phase3_speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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arrow_speed *= Game.enemy_speed_factor
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shoot_time /= Game.enemy_speed_factor
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speed *= Game.enemy_speed_factor
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phase2_speed *= Game.enemy_speed_factor
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phase3_speed *= Game.enemy_speed_factor
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func shoot():
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Game.instance_node(Projectile,shootpoint.global_position.x,stepify(shootpoint.global_position.y,8),map)
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@ -12,10 +12,9 @@ onready var sprite = $Sprite
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func _ready():
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anims.play("idle")
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#Easy mode
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if Game.is_easy_mode:
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speed *= Game.easy_mode_speed_factor
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anims.playback_speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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speed *= Game.enemy_speed_factor
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anims.playback_speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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if anims.current_animation == "jump":
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@ -18,8 +18,8 @@ func _ready():
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#Move in direction selected
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if move_direction == 0:
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direction = Vector2(1,-1)
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#Speed
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speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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#Move
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@ -21,9 +21,8 @@ func _ready():
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return
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left_up_boundary *= 8
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right_down_boundary *= 8
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#Easy mode
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if Game.is_easy_mode == true:
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speed = speed * Game.easy_mode_speed_factor
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# adjust to difficulty
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speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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if Engine.editor_hint:
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@ -20,11 +20,10 @@ var speed = 50
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var go_fast = false
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func _ready():
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#Easy mode
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if Game.is_easy_mode:
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speed *= Game.easy_mode_speed_factor
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slower_speed *= Game.easy_mode_speed_factor
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faster_speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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speed *= Game.enemy_speed_factor
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slower_speed *= Game.enemy_speed_factor
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faster_speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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if move_direction == 0:
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@ -12,10 +12,9 @@ onready var sparks = $SparkParticles
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func _ready():
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yield(get_tree().create_timer(delay, false), "timeout")
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_disable_laser()
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#Easy mode
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if Game.is_easy_mode:
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off_time /= Game.easy_mode_speed_factor
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on_time /= Game.easy_mode_speed_factor
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# adjust to difficulty
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off_time /= Game.enemy_speed_factor
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on_time /= Game.enemy_speed_factor
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func _physics_process(delta):
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if cast.is_colliding():
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@ -12,10 +12,9 @@ const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn")
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func _ready():
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death_sound = Audio.a_die_robot
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#Easy Mode
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if Game.is_easy_mode:
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shoot_time /= Game.easy_mode_speed_factor
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arrow_speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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shoot_time /= Game.enemy_speed_factor
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arrow_speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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if raycast.is_colliding():
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@ -22,9 +22,8 @@ func _ready():
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if is_on_surface(DIRS[i]):
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floor_direction = i
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break
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#Easy mode
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if Game.is_easy_mode:
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move_speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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move_speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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movement_accumulator += move_speed * delta
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@ -18,10 +18,9 @@ onready var arrow_spawn_r = $ArrowSpawnR
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func _ready():
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death_sound = Audio.a_die_skeleton
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timer.start(shoot_time)
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#Easy mode
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if Game.is_easy_mode:
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shoot_time /= Game.easy_mode_speed_factor
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arrow_speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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shoot_time /= Game.enemy_speed_factor
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arrow_speed *= Game.enemy_speed_factor
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func _on_Timer_timeout():
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anims.play("shoot")
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@ -23,9 +23,8 @@ func _ready():
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hitbox.global_position.y = old_y
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line.points[1].y = hitbox.position.y
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raycast.queue_free()
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#Easy mode
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if Game.is_easy_mode:
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speed *= Game.easy_mode_speed_factor
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# adjust to difficulty
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speed *= Game.enemy_speed_factor
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func _physics_process(delta):
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hitbox.position.y += direction * speed * delta
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@ -14,10 +14,9 @@ func _ready():
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if !active:
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particles.emitting = false
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collision_shape.disabled = true
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#Easy mode
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if Game.is_easy_mode:
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off_time /= Game.easy_mode_speed_factor
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on_time /= Game.easy_mode_speed_factor
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# adjust to difficulty
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off_time /= Game.enemy_speed_factor
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on_time /= Game.enemy_speed_factor
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func _physics_process(delta):
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time += delta
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