diff --git a/assets/bullet_enemy.tscn b/assets/bullet_enemy.tscn index 0bf0e88..e967d87 100644 --- a/assets/bullet_enemy.tscn +++ b/assets/bullet_enemy.tscn @@ -74,7 +74,7 @@ emission_enabled = true emission = Color(0.737886, 0.150238, 0.0835467, 1) emission_energy_multiplier = 8.0 -[node name="BulletEnemy" type="Node3D"] +[node name="BulletEnemy" type="Node3D" groups=["spawned"]] script = ExtResource("1_so2e8") bullethole = ExtResource("2_8iodt") diff --git a/assets/player.tscn b/assets/player.tscn index b15097f..878472b 100644 --- a/assets/player.tscn +++ b/assets/player.tscn @@ -32,7 +32,7 @@ shadow_color = Color(0, 0, 0, 1) size = Vector3(3, 3.58057, 3) [sub_resource type="SphereShape3D" id="SphereShape3D_xfie3"] -radius = 6.0 +radius = 8.0 [node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("weapon_holder") groups=["player"]] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11359, 0) diff --git a/scripts/dead_cam.gd b/scripts/dead_cam.gd index fc3f99c..cff220f 100644 --- a/scripts/dead_cam.gd +++ b/scripts/dead_cam.gd @@ -2,7 +2,7 @@ extends Node3D @export var MOVE_SPEED = 30 -@export var CAMERA_LOOK_SPEED = 40 +@export var CAMERA_LOOK_SPEED = 20 @export var FOV_CHANGE_SPEED = 40 @onready var look_ray = $LookRay @@ -76,7 +76,7 @@ func _process(delta): camera.fov = lerp(camera.fov, 40.0, delta * 5) elif respawn == true: - position = lerp(position,respawn_position,delta * MOVE_SPEED * 1.5) + position = lerp(position,respawn_position,delta * MOVE_SPEED) camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED * 1.5) camera.fov = lerp(camera.fov, respawn_fov, delta * 10) if global_position.distance_to(respawn_position) <= .5: diff --git a/scripts/item_pickup.gd b/scripts/item_pickup.gd index 3bb3e9f..6cbc11d 100644 --- a/scripts/item_pickup.gd +++ b/scripts/item_pickup.gd @@ -30,7 +30,7 @@ func _ready(): func _physics_process(delta): if player_follow != null: var float_direction = (player.global_position - self.position) - self.set_linear_velocity(float_direction * 10) + self.set_linear_velocity(float_direction * 7) func picked_up(): player.pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3) diff --git a/scripts/player.gd b/scripts/player.gd index 02d6279..78e664c 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -166,7 +166,7 @@ func _physics_process(delta): camera.fov = lerp(camera.fov, target_fov, delta * 8) # Health Indicator - var health_opacity = 1 - level_control.health / level_control.start_health + 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) # Land sound diff --git a/scripts/spider.gd b/scripts/spider.gd index c4537fc..205fa1d 100644 --- a/scripts/spider.gd +++ b/scripts/spider.gd @@ -5,7 +5,7 @@ var player @export var number_of_drops = 3 @export var SPEED = 3.0 -const MAX_LV = 10 +const MAX_LV = 20 const MAX_AV = 10 @export var player_path : NodePath @@ -118,12 +118,12 @@ func _on_area_3d_body_part_hit(dam,bullet_damage): #pickup drop while number_of_drops > 0: var rand_item = level_control.pickup_spawn() - var lv_x = rng.randf_range(-MAX_LV,MAX_LV) - var lv_y = rng.randf_range(0,MAX_LV) - var lv_z = rng.randf_range(-MAX_LV,MAX_LV) - var av_x = rng.randf_range(-MAX_AV,MAX_AV) - var av_y = rng.randf_range(-MAX_AV,MAX_AV) - var av_z = rng.randf_range(-MAX_AV,MAX_AV) + var lv_x = randf_range(-MAX_LV,MAX_LV) + var lv_y = randf_range(0,MAX_LV) + var lv_z = randf_range(-MAX_LV,MAX_LV) + var av_x = randf_range(-MAX_AV,MAX_AV) + var av_y = randf_range(-MAX_AV,MAX_AV) + var av_z = randf_range(-MAX_AV,MAX_AV) # Random Item Drop rand_item.position = self.global_position