class_name ShipExplosionVFX extends LightBurstVFX func _init() -> void: # #130: "a rather more explosive explosion than just a light animation". # This used to take the base class's defaults - 12 particles, half a # second, no shockwave - which made losing one of your own vessels a # quieter event on screen than killing an enemy, whose explosion #87 # had already been told to be the loudest thing in the frame. Now it is # the louder of the two, which is the right way round: the enemy's is a # reward, this one is a loss. # # #152 lifted the enemy's and the asteroid's to match; this goes up with # them, because the ORDER is the point rather than the numbers. Losing a # vessel must stay the bigger event than killing something. color = Color(0.25, 0.85, 1.0) particle_count = 38 lifetime = 0.95 min_speed = 190.0 max_speed = 640.0 shockwave_radius = 150.0 shockwave_color = Color(0.6, 0.95, 1.0) static func spawn(parent: Node, world_position: Vector2) -> void: var vfx: ShipExplosionVFX = ShipExplosionVFX.new() vfx.position = world_position parent.add_child(vfx)