settings, small fixes

This commit is contained in:
Daniel Kauss Serna 2026-02-15 16:17:51 +01:00
parent b12c193636
commit e08e3ebb13
174 changed files with 997 additions and 1040 deletions

View file

@ -1,33 +1,27 @@
class_name MaskDrop extends Node2D
@export var mask_type : Types.mask_types
@onready var popup := $Popup
@export var mask_type : MaskData
@export var time_to_live = 14
@export var initial_blink_speed: float = 0.7
@onready var popup := $Popup
@onready var sprite := $Sprite2D
@onready var blink_timer = $Timer
var alive_time = 0
var target_position : Vector2
@onready var blink_timer = $Timer
func _ready() -> void:
blink_timer.wait_time = initial_blink_speed
blink_timer.timeout.connect(_on_timeout)
blink_timer.start()
blink_timer.paused = true
$MeleeMask.rotate(randf() * PI - (PI / 2))
$RangedMask.rotate(randf() * PI - (PI / 2))
sprite.rotate(randf() * PI - (PI / 2))
sprite.rotate(randf() * PI - (PI / 2))
func _process(delta: float) -> void:
alive_time += delta
$MeleeMask.visible = false
$RangedMask.visible = false
$SpitMask.visible = false
if (mask_type == Types.mask_types.Melee):
$MeleeMask.visible = true
elif (mask_type == Types.mask_types.Ranged):
$RangedMask.visible = true
elif (mask_type == Types.mask_types.Spit):
$SpitMask.visible = true
sprite.texture = mask_type.drop_texture
var progress = alive_time / time_to_live
if progress > 0.5: