fuzzyworld

godot-shooter / commit

Changed some weapons characteristics.

5320761c6a207b712b0ca6a58e726ef8ce11e5ac · Pavel Safronov · 2023-11-17 15:44:33 -0800 · parents 332d71ebdad8

Changed some weapons characteristics.
 scenes/World.gd     |  4 ++--
 weapons/Rocket.tscn |  3 +--
 weapons/Weapons.gd  | 14 ++++++++------
 3 files changed, 11 insertions(+), 10 deletions(-)

diff --git a/scenes/World.gd b/scenes/World.gd
index 5de4a83..0316b31 100644
--- a/scenes/World.gd
+++ b/scenes/World.gd
@@ -31,7 +31,7 @@ func gold_consumed(_data):
 	completed_objectives += 1
 	var points = 5 * (completed_objectives+1)
 	player.score += points
-	player.show_message("+%f points" % points)
+	player.show_message("+%d points" % points)
 func weapon_consumed(data):
 	var weapon: Weapon = data
 	var is_same_weapon = player.weapon.name == weapon.name
@@ -42,7 +42,7 @@ func weapon_consumed(data):
 func bomb_consumed(data):
 	var pos: Vector2 = data
 	var bomb = Bomb.instance()
-	$Environment.add_child(bomb)
+	$Environment.call_deferred("add_child",bomb)
 	bomb.position = pos
 
 func create_enemy() -> Enemy:
diff --git a/weapons/Rocket.tscn b/weapons/Rocket.tscn
index af5a8ae..5db3b7d 100644
--- a/weapons/Rocket.tscn
+++ b/weapons/Rocket.tscn
@@ -121,14 +121,13 @@ offsets = PoolRealArray( 0, 0.995842, 1 )
 colors = PoolColorArray( 0.775391, 0.775391, 0.775391, 1, 0.364706, 0.364706, 0.364706, 0, 1, 1, 1, 0 )
 
 [node name="Rocket" type="Area2D"]
-modulate = Color( 1, 1, 1, 0 )
 position = Vector2( 0, -1 )
 collision_layer = 8
 collision_mask = 2
 script = ExtResource( 2 )
 
 [node name="Sprite" type="Sprite" parent="."]
-modulate = Color( 0, 1, 0.0627451, 1 )
+modulate = Color( 1, 0, 0, 1 )
 rotation = 3.14159
 scale = Vector2( 0.2, 0.2 )
 texture = ExtResource( 3 )
diff --git a/weapons/Weapons.gd b/weapons/Weapons.gd
index 957ca93..d191331 100644
--- a/weapons/Weapons.gd
+++ b/weapons/Weapons.gd
@@ -1,12 +1,14 @@
 # Note: `tool` is optional but without it there are no error reporting in the editor
 tool
 
+const Constants = preload("res://utils/Constants.gd")
+
 static func create_basic_gun() -> Weapon:
 	var weapon = Weapon.new()
 	weapon.particle = preload("res://weapons/Bullet.tscn")
-	weapon.shooting_range = 300
+	weapon.shooting_range = 400
 	weapon.particle_lifetime_secs = 1
-	weapon.particle_speed = 300
+	weapon.particle_speed = Constants.SPEED * 5
 	weapon.cooldown_seconds = 1
 	weapon.damage_amount = 10
 	weapon.ammo = INF
@@ -16,9 +18,9 @@ static func create_basic_gun() -> Weapon:
 static func create_gattling_gun() -> Weapon:
 	var weapon = Weapon.new()
 	weapon.particle = preload("res://weapons/Bullet.tscn")
-	weapon.shooting_range = 300
+	weapon.shooting_range = 400
 	weapon.particle_lifetime_secs = 1
-	weapon.particle_speed = 300
+	weapon.particle_speed = Constants.SPEED * 5
 	weapon.cooldown_seconds = .1
 	weapon.ammo = 50
 	weapon.name = "SMG"
@@ -29,9 +31,9 @@ static func create_gattling_gun() -> Weapon:
 static func create_rocket_gun() -> Weapon:
 	var weapon = Weapon.new()
 	weapon.particle = preload("res://weapons/Rocket.tscn")
-	weapon.shooting_range = 200
+	weapon.shooting_range = 250
 	weapon.particle_lifetime_secs = 2
-	weapon.particle_speed = 100
+	weapon.particle_speed = Constants.SPEED * 2
 	weapon.cooldown_seconds = 1
 	weapon.ammo = 10
 	weapon.name = "Rocket"