Updating memory spike and overclock

This commit is contained in:
2026-03-12 09:53:26 -04:00
parent c5231551d7
commit 39a6ae10d8
2 changed files with 7 additions and 3 deletions
+2 -1
View File
@@ -127,8 +127,9 @@ func _spawn_projectile(dir: Vector2, zero_damage: bool = false) -> void:
if zero_damage: if zero_damage:
proj.damage = 0.0 proj.damage = 0.0
proj.color = Color(0.5, 0.5, 0.5) # grey for overclock dud
elif stats.memory_spike and _memory_spike_available: elif stats.memory_spike and _memory_spike_available:
proj.damage = stats.damage * 3.0 proj.damage = stats.damage + 5.0 # flat +5 bonus
_memory_spike_available = false _memory_spike_available = false
else: else:
proj.damage = stats.damage proj.damage = stats.damage
+5 -2
View File
@@ -12,6 +12,9 @@ var explosive: bool = false
var explosion_radius: float = 64.0 var explosion_radius: float = 64.0
var explosion_damage: float = 2.5 var explosion_damage: float = 2.5
# Visual override (grey for overclock zero-damage shots)
var color: Color = Color(1.0, 0.85, 0.2) # default yellow
var _distance_traveled: float = 0.0 var _distance_traveled: float = 0.0
var _bounces_left: int = 1 var _bounces_left: int = 1
var _bounce_cooldown: float = 0.0 # grace period after bounce to avoid re-trigger var _bounce_cooldown: float = 0.0 # grace period after bounce to avoid re-trigger
@@ -49,10 +52,10 @@ func _check_wall_bounce(delta: float) -> void:
_bounce_cooldown = 0.1 _bounce_cooldown = 0.1
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Placeholder visual — yellow circle # Placeholder visual — colored circle (grey for zero-damage overclock shots)
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
func _draw() -> void: func _draw() -> void:
draw_circle(Vector2.ZERO, 5.0, Color(1.0, 0.85, 0.2)) draw_circle(Vector2.ZERO, 5.0, color)
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Collision — differentiate walls from enemies # Collision — differentiate walls from enemies