godot-shooter / commit
Changed the default zoom to be slightly zoomed out.
actors/Player.gd | 4 ++-- scenes/World.gd | 2 ++ weapons/Weapons.gd | 2 +- 3 files changed, 5 insertions(+), 3 deletions(-) diff --git a/actors/Player.gd b/actors/Player.gd index 969abb7..73ceef2 100644 --- a/actors/Player.gd +++ b/actors/Player.gd @@ -21,7 +21,7 @@ signal destination_set signal debug onready var hud = $UI/HUD -onready var camera = $Camera2D +onready var camera: Camera2D = $Camera2D onready var static_controls = $Graphics/Alive/StaticControls onready var radar_sprite = $Graphics/Alive/StaticControls/RadarSprite onready var radar_container = $Graphics/Alive/StaticControls/Radar @@ -162,7 +162,7 @@ func update_radar(items: Array, color: Color): ratio = 0 var angle_to = Vector2.UP.angle_to(diff) var sprite: Sprite = radar_sprite.duplicate() - sprite.scale = camera.zoom / 2 + sprite.scale = camera.zoom / 4 sprite.rotate(angle_to) sprite.modulate = Color(color.r,color.g,color.b,ratio * .5) radar_container.add_child(sprite) diff --git a/scenes/World.gd b/scenes/World.gd index bc7debe..6973ae3 100644 --- a/scenes/World.gd +++ b/scenes/World.gd @@ -24,6 +24,7 @@ var max_objectives = 5 var item_replacement_distance = 2000 var is_dragging = false var is_game_over = false +export var starting_zoom = 1.5 func enemy_killed(_position: Vector2): player.score += 5 @@ -125,6 +126,7 @@ func get_new_environment_position(dist_ratio: float = 1.0) -> Vector2: return potential_pos func _ready() -> void: + player.camera.zoom = Vector2(starting_zoom, starting_zoom) run_generators() # # position first two enemies # var enemies = get_tree().get_nodes_in_group("enemies") diff --git a/weapons/Weapons.gd b/weapons/Weapons.gd index 1ac4893..07137ed 100644 --- a/weapons/Weapons.gd +++ b/weapons/Weapons.gd @@ -17,7 +17,7 @@ static func create_non_gun() -> Weapon: static func create_basic_gun() -> Weapon: var weapon = Weapon.new() weapon.particle = preload("res://weapons/Bullet.tscn") - weapon.shooting_range = 400 + weapon.shooting_range = 450 weapon.particle_lifetime_secs = 1 weapon.particle_speed = Constants.SPEED * 5 weapon.cooldown_seconds = 1