godot-shooter / commit
Use rockets by default, lower their damage, increase their fire rate.
actors/Player.gd | 9 ++------- scenes/World.gd | 2 +- themes/DamageTheme.tres | 4 ++-- weapons/Weapons.gd | 16 ++++++++-------- 4 files changed, 13 insertions(+), 18 deletions(-) diff --git a/actors/Player.gd b/actors/Player.gd index 1734638..8f71b2a 100644 --- a/actors/Player.gd +++ b/actors/Player.gd @@ -45,11 +45,11 @@ var velocity: Vector2 = Vector2.UP * move_speed var settings: Settings func create_default_weapon() -> Weapon: - return Weapons.create_basic_gun() + return Weapons.create_rocket_gun() func _ready() -> void: velocity= Vector2.UP * move_speed - weapon = Weapons.create_non_gun() + weapon = create_default_weapon() # Utils.remove_user_settings() settings = Utils.load_user_settings() @@ -283,8 +283,3 @@ func clear_destination() -> void: func _on_StartNewGameButton_pressed() -> void: get_tree().paused = false restart() - -func debug() -> void: - if OS.is_debug_build(): - $Camera2D.zoom = $Camera2D.zoom * 1.5 - pass diff --git a/scenes/World.gd b/scenes/World.gd index 6c837a2..a9c64e4 100644 --- a/scenes/World.gd +++ b/scenes/World.gd @@ -222,7 +222,7 @@ func _on_Player_debug() -> void: # player.kill() # completed_objectives = max_objectives # player.debug() - weapon_consumed(Weapons.create_smg_gun()) + weapon_consumed(Weapons.create_rocket_gun()) pass # Replace with function body. func _on_Player_destination_set() -> void: diff --git a/themes/DamageTheme.tres b/themes/DamageTheme.tres index e2a85d5..b65de18 100644 --- a/themes/DamageTheme.tres +++ b/themes/DamageTheme.tres @@ -4,8 +4,8 @@ [sub_resource type="DynamicFont" id=1] size = 30 -outline_size = 3 -outline_color = Color( 1, 0, 0, 1 ) +outline_size = 1 +outline_color = Color( 0, 0, 0, 1 ) use_mipmaps = true use_filter = true font_data = ExtResource( 1 ) diff --git a/weapons/Weapons.gd b/weapons/Weapons.gd index b1d5193..c7a72cf 100644 --- a/weapons/Weapons.gd +++ b/weapons/Weapons.gd @@ -30,12 +30,12 @@ static func create_basic_enemy_gun() -> Weapon: var weapon = Weapon.new() weapon.particle = preload("res://weapons/Bullet.tscn") weapon.shooting_range = 400 - weapon.particle_lifetime_secs = 1 + weapon.particle_lifetime_secs = .75 weapon.particle_speed = Constants.SPEED * 5 weapon.cooldown_seconds = 1 weapon.damage_amount = 1 weapon.ammo = INF - weapon.reload_size = 1 +# weapon.reload_size = 1 return weapon static func create_smg_gun() -> Weapon: @@ -54,12 +54,12 @@ static func create_smg_gun() -> Weapon: static func create_rocket_gun() -> Weapon: var weapon = Weapon.new() weapon.particle = preload("res://weapons/Rocket.tscn") - weapon.shooting_range = 250 + weapon.shooting_range = 300 weapon.particle_lifetime_secs = 2 - weapon.particle_speed = Constants.SPEED * 2 - weapon.cooldown_seconds = 1 - weapon.ammo = 10 + weapon.particle_speed = Constants.SPEED * 3 + weapon.cooldown_seconds = .1 + weapon.ammo = 100 weapon.name = "Rocket" - weapon.damage_amount = 20 - weapon.reload_size = 10 + weapon.damage_amount = 2 + weapon.reload_size = 100 return weapon