godot-shooter / commit
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"