forked from team-sg/hero-mark-2
make everything use new difficulty system
This commit is contained in:
parent
99f46651f9
commit
723d596893
15 changed files with 41 additions and 53 deletions
|
@ -32,7 +32,7 @@ export var target_time_any = 0
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready():
|
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)
|
Fade.fade_in(0.000000000000001)
|
||||||
change_current_level(Game.current_level)
|
change_current_level(Game.current_level)
|
||||||
Audio.ac_music.stop()
|
Audio.ac_music.stop()
|
||||||
|
@ -55,7 +55,7 @@ func _physics_process(delta):
|
||||||
#Toggle lives mode
|
#Toggle lives mode
|
||||||
if Input.is_action_just_pressed("ui_cancel"):
|
if Input.is_action_just_pressed("ui_cancel"):
|
||||||
Game.difficulty = (Game.difficulty + 1) % 4
|
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):
|
func change_current_shard(amount):
|
||||||
if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range
|
if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range
|
||||||
|
|
|
@ -15,9 +15,8 @@ func _ready() -> void:
|
||||||
pivot.rotation = initial_angle * 0.785398 # TAU / 8.0
|
pivot.rotation = initial_angle * 0.785398 # TAU / 8.0
|
||||||
if Engine.editor_hint:
|
if Engine.editor_hint:
|
||||||
return
|
return
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
speed *= Game.enemy_speed_factor
|
||||||
speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
if Engine.editor_hint:
|
if Engine.editor_hint:
|
||||||
|
|
|
@ -19,13 +19,12 @@ const Gore = preload("res://objects/enemy/boss/scrump_gore.tscn")
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
seed(hash("HEROMARK2"))
|
seed(hash("HEROMARK2"))
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
arrow_speed *= Game.enemy_speed_factor
|
||||||
arrow_speed *= Game.easy_mode_speed_factor
|
shoot_time /= Game.enemy_speed_factor
|
||||||
shoot_time /= Game.easy_mode_speed_factor
|
speed *= Game.enemy_speed_factor
|
||||||
speed *= Game.easy_mode_speed_factor
|
phase2_speed *= Game.enemy_speed_factor
|
||||||
phase2_speed *= Game.easy_mode_speed_factor
|
phase3_speed *= Game.enemy_speed_factor
|
||||||
phase3_speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func shoot():
|
func shoot():
|
||||||
Game.instance_node(Projectile,shootpoint.global_position.x,stepify(shootpoint.global_position.y,8),map)
|
Game.instance_node(Projectile,shootpoint.global_position.x,stepify(shootpoint.global_position.y,8),map)
|
||||||
|
|
|
@ -12,10 +12,9 @@ onready var sprite = $Sprite
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
anims.play("idle")
|
anims.play("idle")
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
speed *= Game.enemy_speed_factor
|
||||||
speed *= Game.easy_mode_speed_factor
|
anims.playback_speed *= Game.enemy_speed_factor
|
||||||
anims.playback_speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
if anims.current_animation == "jump":
|
if anims.current_animation == "jump":
|
||||||
|
|
|
@ -18,8 +18,8 @@ func _ready():
|
||||||
#Move in direction selected
|
#Move in direction selected
|
||||||
if move_direction == 0:
|
if move_direction == 0:
|
||||||
direction = Vector2(1,-1)
|
direction = Vector2(1,-1)
|
||||||
#Speed
|
# adjust to difficulty
|
||||||
speed *= Game.easy_mode_speed_factor
|
speed *= Game.enemy_speed_factor
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
#Move
|
#Move
|
||||||
|
|
|
@ -21,9 +21,8 @@ func _ready():
|
||||||
return
|
return
|
||||||
left_up_boundary *= 8
|
left_up_boundary *= 8
|
||||||
right_down_boundary *= 8
|
right_down_boundary *= 8
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode == true:
|
speed *= Game.enemy_speed_factor
|
||||||
speed = speed * Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
if Engine.editor_hint:
|
if Engine.editor_hint:
|
||||||
|
|
|
@ -20,11 +20,10 @@ var speed = 50
|
||||||
var go_fast = false
|
var go_fast = false
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
speed *= Game.enemy_speed_factor
|
||||||
speed *= Game.easy_mode_speed_factor
|
slower_speed *= Game.enemy_speed_factor
|
||||||
slower_speed *= Game.easy_mode_speed_factor
|
faster_speed *= Game.enemy_speed_factor
|
||||||
faster_speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
if move_direction == 0:
|
if move_direction == 0:
|
||||||
|
|
|
@ -12,10 +12,9 @@ onready var sparks = $SparkParticles
|
||||||
func _ready():
|
func _ready():
|
||||||
yield(get_tree().create_timer(delay, false), "timeout")
|
yield(get_tree().create_timer(delay, false), "timeout")
|
||||||
_disable_laser()
|
_disable_laser()
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
off_time /= Game.enemy_speed_factor
|
||||||
off_time /= Game.easy_mode_speed_factor
|
on_time /= Game.enemy_speed_factor
|
||||||
on_time /= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
if cast.is_colliding():
|
if cast.is_colliding():
|
||||||
|
|
|
@ -12,10 +12,9 @@ const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn")
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
death_sound = Audio.a_die_robot
|
death_sound = Audio.a_die_robot
|
||||||
#Easy Mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
shoot_time /= Game.enemy_speed_factor
|
||||||
shoot_time /= Game.easy_mode_speed_factor
|
arrow_speed *= Game.enemy_speed_factor
|
||||||
arrow_speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
if raycast.is_colliding():
|
if raycast.is_colliding():
|
||||||
|
|
|
@ -22,9 +22,8 @@ func _ready():
|
||||||
if is_on_surface(DIRS[i]):
|
if is_on_surface(DIRS[i]):
|
||||||
floor_direction = i
|
floor_direction = i
|
||||||
break
|
break
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
move_speed *= Game.enemy_speed_factor
|
||||||
move_speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
movement_accumulator += move_speed * delta
|
movement_accumulator += move_speed * delta
|
||||||
|
|
|
@ -18,10 +18,9 @@ onready var arrow_spawn_r = $ArrowSpawnR
|
||||||
func _ready():
|
func _ready():
|
||||||
death_sound = Audio.a_die_skeleton
|
death_sound = Audio.a_die_skeleton
|
||||||
timer.start(shoot_time)
|
timer.start(shoot_time)
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
shoot_time /= Game.enemy_speed_factor
|
||||||
shoot_time /= Game.easy_mode_speed_factor
|
arrow_speed *= Game.enemy_speed_factor
|
||||||
arrow_speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _on_Timer_timeout():
|
func _on_Timer_timeout():
|
||||||
anims.play("shoot")
|
anims.play("shoot")
|
||||||
|
|
|
@ -23,9 +23,8 @@ func _ready():
|
||||||
hitbox.global_position.y = old_y
|
hitbox.global_position.y = old_y
|
||||||
line.points[1].y = hitbox.position.y
|
line.points[1].y = hitbox.position.y
|
||||||
raycast.queue_free()
|
raycast.queue_free()
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
speed *= Game.enemy_speed_factor
|
||||||
speed *= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
hitbox.position.y += direction * speed * delta
|
hitbox.position.y += direction * speed * delta
|
||||||
|
|
|
@ -14,10 +14,9 @@ func _ready():
|
||||||
if !active:
|
if !active:
|
||||||
particles.emitting = false
|
particles.emitting = false
|
||||||
collision_shape.disabled = true
|
collision_shape.disabled = true
|
||||||
#Easy mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
off_time /= Game.enemy_speed_factor
|
||||||
off_time /= Game.easy_mode_speed_factor
|
on_time /= Game.enemy_speed_factor
|
||||||
on_time /= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
time += delta
|
time += delta
|
||||||
|
|
|
@ -11,10 +11,9 @@ onready var anims = $AnimationPlayer
|
||||||
onready var sprite = $Sprite
|
onready var sprite = $Sprite
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
#Easy Mode
|
# adjust to difficulty
|
||||||
if Game.is_easy_mode:
|
fall_speed *= Game.enemy_speed_factor
|
||||||
fall_speed *= Game.easy_mode_speed_factor
|
fall_timer.wait_time /= Game.enemy_speed_factor
|
||||||
fall_timer.wait_time /= Game.easy_mode_speed_factor
|
|
||||||
|
|
||||||
func _physics_process(delta):
|
func _physics_process(delta):
|
||||||
#Fall
|
#Fall
|
||||||
|
|
|
@ -17,7 +17,7 @@ func _ready():
|
||||||
else:
|
else:
|
||||||
delay_timer.start(delay)
|
delay_timer.start(delay)
|
||||||
#Easy mode
|
#Easy mode
|
||||||
time_ms /= Game.easy_mode_speed_factor
|
time_ms /= Game.enemy_speed_factor
|
||||||
|
|
||||||
func _on_AnimationPlayer_animation_finished(anim_name):
|
func _on_AnimationPlayer_animation_finished(anim_name):
|
||||||
#Return to idle after turn animation
|
#Return to idle after turn animation
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue