feat: difficulty weight calculated as number of enemies to kill before increase

This commit is contained in:
Sara 2025-08-29 18:31:35 +02:00
parent 793391f0d3
commit 7b3c2b5b6f

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@ -5,7 +5,7 @@
[sub_resource type="GDScript" id="GDScript_qot2n"] [sub_resource type="GDScript" id="GDScript_qot2n"]
script/source = "extends EnemyWretched script/source = "extends EnemyWretched
@export var difficulty_weight : float = 0.25 @export var difficulty_weight : float = 10
func _on_health_status_death() -> void: func _on_health_status_death() -> void:
%StateMachine.process_mode = Node.PROCESS_MODE_DISABLED %StateMachine.process_mode = Node.PROCESS_MODE_DISABLED
@ -13,7 +13,7 @@ func _on_health_status_death() -> void:
$wretched/AnimationPlayer.play(\"death\") $wretched/AnimationPlayer.play(\"death\")
$CollisionShape3D.disabled = true $CollisionShape3D.disabled = true
set_movement_direction(Vector2()) set_movement_direction(Vector2())
get_unit().region.raise_difficulty(difficulty_weight) get_unit().region.raise_difficulty(1.0 / difficulty_weight)
" "
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]