Tweaked timings between levels and other details with the ending.

This commit is contained in:
Henry 2026-03-07 13:40:57 +00:00
parent b12558a846
commit 20b657c7b1
13 changed files with 125 additions and 64 deletions

View file

@ -25,7 +25,7 @@ func _ready():
func spawn_enemies():
if wave_count == 2: #This is for CHICKENS
if wave_count == 0: #This is for CHICKENS
print("Enemy Wave: ", wave_count)
enemy = CHICKEN
for x in range(COLS):
@ -53,7 +53,7 @@ func spawn_enemies():
enemy_count = rows_mod * cols_mod
await get_tree().process_frame
if wave_count == 3 : #This if for Mirror
if wave_count == 2 : #This if for Mirror
print("Enemy Wave: ", wave_count)
# Spawn Table
@ -89,7 +89,7 @@ func spawn_enemies():
s.start_all_animations()
if wave_count == 0 : #This is for Boss
if wave_count == 3 : #This is for Boss
# Hide the player
@ -97,7 +97,8 @@ func spawn_enemies():
EventBus.cloud_speed.emit(true)
# Spawn Boss
EventBus.flash_screen.emit(.25)
await get_tree().create_timer(3).timeout
#EventBus.flash_screen.emit(.25)
var b = BOSS.instantiate()
add_child(b)
#b.position = Vector2(screensize.x / 2, position.y + 100)
@ -126,7 +127,8 @@ func wave_status():
wave_complete = false
else:
EventBus.goose_talk.emit(wave_count)
await get_tree().create_timer(3).timeout
EventBus.goose_talk.emit(wave_count, 4)
wave_initialize()
wave_complete = true