Added underpinnings for advanced screen flash; tweaked default values

for existing screen flash.
This commit is contained in:
Henry 2026-03-07 14:13:15 +00:00
parent 20b657c7b1
commit 8679e817ee
5 changed files with 23 additions and 7 deletions

View file

@ -53,11 +53,11 @@ func spawn_enemies():
enemy_count = rows_mod * cols_mod
await get_tree().process_frame
if wave_count == 2 : #This if for Mirror
if wave_count == 2: #This if for Mirror
print("Enemy Wave: ", wave_count)
# Spawn Table
EventBus.flash_screen.emit(.25)
EventBus.flash_screen.emit(.15)
var t = TABLE.instantiate()
add_child(t)
t.position = Vector2(screensize.x / 2, position.y + 125)
@ -67,7 +67,7 @@ func spawn_enemies():
ts.play()
ts = t.get_child(0)
ts.frame = 1
EventBus.flash_screen.emit(.25)
EventBus.flash_screen.emit(.15)
await get_tree().create_timer(1.5).timeout
# Spawn Mirror
@ -89,7 +89,7 @@ func spawn_enemies():
s.start_all_animations()
if wave_count == 3 : #This is for Boss
if wave_count == 3: #This is for Boss
# Hide the player