Make boss encounter more dynamic
This commit is contained in:
parent
471a43e8a6
commit
cb6b0b69c6
6 changed files with 60 additions and 9 deletions
|
|
@ -5,6 +5,8 @@ signal destroyed
|
|||
signal health_changed(current: int, maximum: int)
|
||||
|
||||
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
|
||||
const IRIS_COLOR := Color(0.25, 0.92, 1.0)
|
||||
const PUPIL_COLOR := Color(1.0, 0.9, 0.3)
|
||||
|
||||
@export var max_hp: int = 5
|
||||
|
||||
|
|
@ -69,7 +71,7 @@ func _draw() -> void:
|
|||
var pulse: float = 0.78 + 0.22 * sin(phase * 5.0)
|
||||
draw_set_transform(Vector2.ZERO, 0.0, Vector2(1.0, 0.66))
|
||||
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 25.0,
|
||||
Color(0.25, 0.92, 1.0), pulse, dark)
|
||||
IRIS_COLOR, pulse, dark)
|
||||
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 10.0,
|
||||
Color(1.0, 0.9, 0.3), 1.0, dark)
|
||||
PUPIL_COLOR, 1.0, dark)
|
||||
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
|
||||
|
|
|
|||
Loading…
Reference in a new issue