diff --git a/objects/environment/stalactite/stalactite.gd b/objects/environment/stalactite/stalactite.gd index 6c6a95a..1f0ac23 100644 --- a/objects/environment/stalactite/stalactite.gd +++ b/objects/environment/stalactite/stalactite.gd @@ -1,12 +1,16 @@ extends Node2D onready var cast = $RayCast2D -export var speed = 80 +export var fall_speed = 80 var fall = false onready var refresh_timer = $RefreshTimer onready var anims = $AnimationPlayer onready var startpos = position +func _ready(): + # adjust to difficulty + fall_speed *= Game.enemy_speed_factor + func _physics_process(delta): if cast.is_colliding(): var collider = cast.get_collider() @@ -15,7 +19,7 @@ func _physics_process(delta): fall = true if fall == true: - position.y += speed * delta + position.y += fall_speed * delta if !refresh_timer.is_stopped() && refresh_timer.get_time_left() <= 0.6: anims.play("disappear") diff --git a/objects/environment/stalactite/stalactite.tscn b/objects/environment/stalactite/stalactite.tscn index 28c7739..3b6762f 100644 --- a/objects/environment/stalactite/stalactite.tscn +++ b/objects/environment/stalactite/stalactite.tscn @@ -105,17 +105,18 @@ tracks/2/keys = { script = ExtResource( 2 ) [node name="Sprite" type="Sprite" parent="."] -position = Vector2( 4, 0 ) +position = Vector2( 4, 3 ) texture = ExtResource( 1 ) [node name="RayCast2D" type="RayCast2D" parent="."] -position = Vector2( 3, 0 ) +position = Vector2( 3, 3 ) enabled = true cast_to = Vector2( 0, 40 ) collision_mask = 10 collide_with_areas = true [node name="Hitbox" type="Area2D" parent="."] +position = Vector2( 0, 3 ) collision_mask = 2 [node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]