Added passage length. Minor fixes
This commit is contained in:
@@ -21,6 +21,8 @@ const WEAPONS := [
|
||||
RAILGUN, SHRAPNEL, TESLA,
|
||||
]
|
||||
|
||||
const SHADER_INTENSITY = "shader_parameter/intensity"
|
||||
|
||||
|
||||
@export_range(0, 250) var acceleration : int = 0
|
||||
@export_range(0, 250) var deceleration : int = 0
|
||||
@@ -50,6 +52,9 @@ func _ready() -> void:
|
||||
if slot is Node2D:
|
||||
weapon_positions.append(slot.global_position - global_position)
|
||||
|
||||
armor_sprite.material.set(SHADER_INTENSITY, health.armor/float(health.max_armor))
|
||||
shield_sprite.material.set(SHADER_INTENSITY, health.shield/float(health.max_shield))
|
||||
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
var was_collided := move_and_slide()
|
||||
@@ -109,12 +114,12 @@ func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
|
||||
|
||||
func _on_shield_updated(value: int, max_value: int) -> void:
|
||||
shield_sprite.visible = value != 0
|
||||
shield_sprite.material.set("shader_parameter/intensity", value/float(max_value))
|
||||
shield_sprite.material.set(SHADER_INTENSITY, value/float(max_value))
|
||||
|
||||
|
||||
func _on_armor_updated(value: int, max_value: int) -> void:
|
||||
armor_sprite.visible = value != 0
|
||||
armor_sprite.material.set("shader_parameter/intensity", value/float(max_value))
|
||||
armor_sprite.material.set(SHADER_INTENSITY, value/float(max_value))
|
||||
|
||||
|
||||
func _on_hull_updated(_value: int, _max_value: int) -> void:
|
||||
|
||||
@@ -36,7 +36,7 @@ material = SubResource("ShaderMaterial_bkxo4")
|
||||
[node name="Health" parent="." instance=ExtResource("2_xxtvk")]
|
||||
|
||||
[node name="HeathBar" parent="." node_paths=PackedStringArray("health") instance=ExtResource("3_l62e5")]
|
||||
z_index = 101
|
||||
z_index = 51
|
||||
health = NodePath("../Health")
|
||||
|
||||
[node name="WeaponSlots" type="Node2D" parent="."]
|
||||
|
||||
+1
-1
@@ -59,7 +59,7 @@ autostart = true
|
||||
[node name="Background" parent="." instance=ExtResource("4_cuj01")]
|
||||
|
||||
[node name="TextureProgressBar" type="TextureProgressBar" parent="."]
|
||||
z_index = 100
|
||||
z_index = 50
|
||||
anchors_preset = 2
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
|
||||
@@ -20,6 +20,8 @@ enum PassageType {
|
||||
|
||||
@export var seed_value : int = 0
|
||||
|
||||
@export var length : float = 0
|
||||
|
||||
@export var type : PassageType = PassageType.ZeroGrad
|
||||
|
||||
|
||||
|
||||
@@ -3,10 +3,13 @@ extends Node
|
||||
|
||||
|
||||
const ENEMY_COUNT = 10
|
||||
const MIN_LENGTH = 250.0
|
||||
const MAX_LENGTH = 350.0
|
||||
|
||||
|
||||
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
|
||||
var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
|
||||
var length_rng : RandomNumberGenerator = RandomNumberGenerator.new()
|
||||
|
||||
|
||||
@onready var enemy_generator : EnemyGenerator = $EnemyGenerator
|
||||
@@ -15,11 +18,13 @@ var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
|
||||
func generate(seed_value: int) -> PassageData:
|
||||
local_seed_rng.seed = seed_value
|
||||
enemy_seed_rng.seed = local_seed_rng.randi()
|
||||
length_rng.seed = local_seed_rng.randi()
|
||||
|
||||
var data : PassageData = PassageData.new()
|
||||
data.seed_value = seed_value
|
||||
|
||||
_fill_enemies(data)
|
||||
_fill_length(data)
|
||||
|
||||
return data
|
||||
|
||||
@@ -29,3 +34,7 @@ func _fill_enemies(data: PassageData) -> void:
|
||||
var seed_value := enemy_seed_rng.randi()
|
||||
var enemy := enemy_generator.generate(seed_value)
|
||||
data.enemies.append(enemy)
|
||||
|
||||
|
||||
func _fill_length(data: PassageData) -> void:
|
||||
data.length = length_rng.randf_range(MIN_LENGTH, MAX_LENGTH)
|
||||
|
||||
Reference in New Issue
Block a user