godot-shooter / commit
Fade in the power-ups as they appear, lower their population size, and spawn them at (1 + randf()), so they should spawn in a uniform donut outside the current screen.
HealPowerUp.gd | 4 ++-- SpeedPowerUp.gd | 4 ++-- World.gd | 8 ++++---- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/HealPowerUp.gd b/HealPowerUp.gd index feff1c9..53278ff 100644 --- a/HealPowerUp.gd +++ b/HealPowerUp.gd @@ -2,8 +2,8 @@ extends Node2D export var heal_amount = 1 -#func _ready() -> void: -# $AnimationPlayer.play("fade_in") +func _ready() -> void: + $AnimationPlayer.play("fade_in") func _on_Area2D_body_entered(body: Node) -> void: if body.has_method("heal"): diff --git a/SpeedPowerUp.gd b/SpeedPowerUp.gd index d525408..98dea1f 100644 --- a/SpeedPowerUp.gd +++ b/SpeedPowerUp.gd @@ -2,8 +2,8 @@ extends Node2D export var speed_amount = 10 -#func _ready() -> void: -# $AnimationPlayer.play("fade_in") +func _ready() -> void: + $AnimationPlayer.play("fade_in") func _on_Area2D_body_entered(body: Node) -> void: if body.has_method("speed_up"): diff --git a/World.gd b/World.gd index 8ed7929..513055a 100644 --- a/World.gd +++ b/World.gd @@ -8,8 +8,8 @@ var destination: Vector2 var is_destination_set = false var min_items_dict = { "create_enemy": 10, - "create_health": 10, - "create_speed": 10, + "create_health": 2, + "create_speed": 2, } func enemy_killed(): @@ -25,13 +25,13 @@ func create_enemy(): func create_health(): var health = Health.instance() - health.position = get_new_item_pos() + health.position = get_new_item_pos(1 + randf()) health.connect("tree_exiting", self, "create_health") $Environment.call_deferred("add_child", health) func create_speed(): var speed = Speed.instance() - speed.position = get_new_item_pos() + speed.position = get_new_item_pos(1 + randf()) speed.connect("tree_exiting", self, "create_speed") $Environment.call_deferred("add_child", speed)