Playing with level blockouts

This commit is contained in:
derek
2024-10-03 15:49:32 -05:00
parent fc59a53a9e
commit 62a3d9be4e
43 changed files with 2843 additions and 99 deletions

View File

@@ -24,7 +24,7 @@ var rng = RandomNumberGenerator.new()
@export var DASH_SPEED = 40
@export var DASH_STAM_REQ = 10
@export var MAX_STAMINA = 1800
@export var JUMP_VELOCITY = 10
@export var JUMP_VELOCITY = 6
@export var SENSITIVITY = .01
@export var sensitivity_shift = true
var start_sensitivity
@@ -125,7 +125,10 @@ func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
if velocity.y >= JUMP_VELOCITY/2:
moving_fast = true
else:
ear_wind.stop()
double_jump = true
air_dash = MAX_AIR_DASH
@@ -180,12 +183,12 @@ func _physics_process(delta):
# Health Indicator
var health_opacity = 1.5 - level_control.health / level_control.start_health
health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
if level_control.health < (level_control.start_health/2):
health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
# Moving Fast Sound
#initiate fast movement
if velocity.y >= JUMP_VELOCITY and !moving_fast:
moving_fast = true
ear_wind.play()
#change sounds with speed
if moving_fast: