class_name EnemyExplosionVFX extends LightBurstVFX func _init() -> void: # #87: more of everything, and a shockwave behind it. A kill used to read # as a small red puff that was easy to miss in a fight - the moment the # player is being rewarded for should be the loudest thing on screen for # an instant. # #152: and again. #130 gave a lost VESSEL 30 particles and a 120-unit # shockwave, which left a kill - the thing the player is being rewarded # for - visibly the smaller event of the two. Back in proportion: still # below a vessel's own death, but no longer a puff beside it. color = Color(1.0, 0.25, 0.18) particle_count = 32 lifetime = 0.75 min_speed = 170.0 max_speed = 620.0 shockwave_radius = 130.0 shockwave_color = Color(1.0, 0.6, 0.32) static func spawn(parent: Node, world_position: Vector2) -> void: var vfx: EnemyExplosionVFX = EnemyExplosionVFX.new() vfx.position = world_position parent.add_child(vfx)