💄 Optimize stuff
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@@ -36,7 +36,7 @@
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"reactor": {
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"reactor": {
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"scene": "res://Scenes/Tiles/ReactorTile.tscn",
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"scene": "res://Scenes/Tiles/ReactorTile.tscn",
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"cost": {},
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"cost": {},
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"durability": 200,
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"durability": 1000,
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"buildTime": 5.0,
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"buildTime": 5.0,
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"allowedRotations": [0],
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"allowedRotations": [0],
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"layer": 1,
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"layer": 1,
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@@ -13,7 +13,7 @@ public abstract partial class BaseEnemy : CharacterBody2D
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[Export] public float DetectionRadius = 300.0f;
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[Export] public float DetectionRadius = 300.0f;
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[Export] public float AttackRadius = 80.0f;
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[Export] public float AttackRadius = 80.0f;
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[Export] public int Damage = 10;
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[Export] public int Damage = 10;
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[Export] public float AttackCooldown = 1.0f;
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[Export] public float AttackCooldown = 3.0f;
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[Export] public int MaxHealth = 100;
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[Export] public int MaxHealth = 100;
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[Export] public bool ShowDamageNumbers = true;
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[Export] public bool ShowDamageNumbers = true;
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@@ -12,7 +12,7 @@ public partial class EnemyPortalTile : BaseTile
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[Export] public bool Active = true;
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[Export] public bool Active = true;
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private Timer _spawnTimer;
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private Timer _spawnTimer;
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private int _currentEnemyCount = 0;
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private int _currentEnemyCount;
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public override void _Ready()
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public override void _Ready()
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{
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{
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@@ -38,7 +38,7 @@ public partial class EnemyPortalTile : BaseTile
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Texture = sprite.Texture,
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Texture = sprite.Texture,
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Scale = sprite.Scale * 1.05f, // Slightly larger than the original
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Scale = sprite.Scale * 1.05f, // Slightly larger than the original
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Modulate = new Color(0, 0, 0, 0.5f), // Slightly more transparent
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Modulate = new Color(0, 0, 0, 0.5f), // Slightly more transparent
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Position = new Vector2(0, 12), // Closer to the sprite (reduced from 30)
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Position = new Vector2(0, 6), // Closer to the sprite (reduced from 30)
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ZIndex = -1
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ZIndex = -1
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};
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};
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AddChild(shadow);
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AddChild(shadow);
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