fuzzyworld

godot-shooter / commit

Changed the default zoom to be slightly zoomed out.

56eea83556356aa5fc7a2f17f2da89047d74dde0 · Pavel Safronov · 2023-12-01 16:23:28 -0800 · parents f1a6c9212773

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