4.6, new attack, enemy spawning, shaders, bunch of stuff

This commit is contained in:
Daniel Kauss Serna 2026-02-17 01:24:05 +01:00
parent e08e3ebb13
commit 19517a3176
84 changed files with 13348 additions and 91399 deletions

View file

@ -17,12 +17,6 @@ var runes : Texture2D = load("res://assets/vfx/runes.png");
var rot = 0;
var time = 0;
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
queue_redraw()
@ -105,7 +99,7 @@ func _draw():
var layer_color = main_color
layer_color.a = clamp(vis_layers - i, 0, 1)
draw_set_transform(Vector2.ZERO, layer_rot, Vector2(1, squish))
draw_set_transform(Vector2.ZERO, layer_rot, Vector2.ONE)
if layer_type < 0.2:
var small_circles = rand_r(0, 5)
var small_radius = layer_radius * 0.1
@ -117,3 +111,4 @@ func _draw():
elif layer_type <= 1:
var rune_num = round(4 + layer_counter * 32)
_draw_text_circle(layer_radius, rune_num, layer_color)
scale.y = squish