godot-shooter / commit
Stop hiding the mouse, and create enemies slightly farther off-screen.
Player.gd | 1 - World.gd | 7 +------ 2 files changed, 1 insertion(+), 7 deletions(-) diff --git a/Player.gd b/Player.gd index 2806aaa..da5163b 100644 --- a/Player.gd +++ b/Player.gd @@ -40,7 +40,6 @@ func kill(): $Graphics/Dead.show() $Graphics/Alive.hide() $CanvasLayer/CenterContainer/DeathScreen.show() - Input.mouse_mode = Input.MOUSE_MODE_VISIBLE z_index = -1 get_tree().paused = true diff --git a/World.gd b/World.gd index 6e5696c..8ed7929 100644 --- a/World.gd +++ b/World.gd @@ -36,8 +36,6 @@ func create_speed(): $Environment.call_deferred("add_child", speed) func _ready() -> void: - Input.mouse_mode = Input.MOUSE_MODE_HIDDEN - # create items for creator in min_items_dict: var count = min_items_dict[creator] @@ -50,7 +48,7 @@ func get_new_item_pos(dist_ratio: float = 1.0) -> Vector2: var unit_vector = Vector2.UP.rotated(pos_angle) var size = get_viewport().get_visible_rect().size var max_side = max(size.x, size.y) - var screen_radius = max_side / 2 + 10 + var screen_radius = max_side + 10 var enemy_spawn_dist = screen_radius * dist_ratio var pos = unit_vector * enemy_spawn_dist + $Player.global_position return pos @@ -74,7 +72,6 @@ func _input(event: InputEvent) -> void: func _process(_delta: float) -> void: if Input.is_action_just_pressed("pause"): get_tree().paused = true - Input.mouse_mode = Input.MOUSE_MODE_VISIBLE $CanvasLayer/PauseMenu.show() if is_destination_set: @@ -145,5 +142,3 @@ func _on_ShootTimer_timeout() -> void: func _on_Button_pressed() -> void: get_tree().paused = false $CanvasLayer/PauseMenu.hide() - Input.mouse_mode = Input.MOUSE_MODE_HIDDEN -