Relay changes and light fixes

This commit is contained in:
2026-03-10 11:26:05 -04:00
parent db44a1a318
commit a137d565a8
2 changed files with 8 additions and 13 deletions
+5 -3
View File
@@ -163,15 +163,17 @@ func _reappear() -> void:
_tp_state = TeleportState.IDLE
_teleport_count += 1
# Fire radial burst immediately, then homing after delay
# Fire radial burst immediately
_fire_burst()
_homing_delay = HOMING_DELAY
# Check drifter spawn
# Check drifter spawn - skip homing projectiles when spawning drifters
if _teleport_count >= _next_drifter_threshold:
_spawn_drifters()
_teleport_count = 0
_roll_drifter_threshold()
else:
# Fire homing projectiles only when not spawning drifters
_homing_delay = HOMING_DELAY
_roll_teleport_cooldown()
+3 -10
View File
@@ -10,18 +10,11 @@ const INDICATOR_OFFSET := 20.0 # distance above door
# Indicator light colors - only for special rooms, matching floor colors but brighter
const INDICATOR_COLORS := {
RoomData.RoomType.ITEM: Color(0.2, 0.45, 0.2), # green (brighter version of 0.10, 0.16, 0.10)
RoomData.RoomType.ITEM: Color(0.2, 0.45, 0.2), # green
RoomData.RoomType.SHOP: Color(0.9, 0.75, 0.1), # yellow
RoomData.RoomType.BOSS: Color(0.7, 0.15, 0.15), # red (brighter version of 0.20, 0.08, 0.08)
RoomData.RoomType.BOSS: Color(0.7, 0.15, 0.15), # red
}
# Room types that should show indicator lights
const SPECIAL_ROOM_TYPES := [
RoomData.RoomType.ITEM,
RoomData.RoomType.SHOP,
RoomData.RoomType.BOSS,
]
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
@@ -77,7 +70,7 @@ func _build_barrier() -> void:
func _build_indicator() -> void:
# Only show indicators for special rooms (ITEM, SHOP, BOSS)
if adjacent_room_type not in SPECIAL_ROOM_TYPES:
if not INDICATOR_COLORS.has(adjacent_room_type):
return
_indicator = Polygon2D.new()