diff --git a/1-osiris_monolith-2024.mp3 b/1-osiris_monolith-2024.mp3 deleted file mode 100644 index 26b24ab..0000000 Binary files a/1-osiris_monolith-2024.mp3 and /dev/null differ diff --git a/1-osiris_monolith-2024.mp3.import b/1-osiris_monolith-2024.mp3.import deleted file mode 100644 index ead2c8c..0000000 --- a/1-osiris_monolith-2024.mp3.import +++ /dev/null @@ -1,19 +0,0 @@ -[remap] - -importer="mp3" -type="AudioStreamMP3" -uid="uid://k5hssmv0gl54" -path="res://.godot/imported/1-osiris_monolith-2024.mp3-b8e2769d23a7b87ac8a7b70d65873adb.mp3str" - -[deps] - -source_file="res://1-osiris_monolith-2024.mp3" -dest_files=["res://.godot/imported/1-osiris_monolith-2024.mp3-b8e2769d23a7b87ac8a7b70d65873adb.mp3str"] - -[params] - -loop=false -loop_offset=0 -bpm=0 -beat_count=0 -bar_beats=4 diff --git a/Remove Sound.gd b/Remove Sound.gd deleted file mode 100644 index e69de29..0000000 diff --git a/Spawn Enemies.gd b/Spawn Enemies.gd deleted file mode 100644 index e8cec0c..0000000 --- a/Spawn Enemies.gd +++ /dev/null @@ -1,88 +0,0 @@ -extends Node - -@export var spawnIntervalVariation: float -@export var spawningBoundaryMin: Vector2 -@export var spawningBoundaryMax: Vector2 - -# Exported Dictionary containing folders and their respective base chances -@export var folder_chances = { - "common": 0.7, # 70% chance initially - "rare": 0.2, # 20% chance initially - "legendary": 0.1 # 10% chance initially -} - -# Exported Dictionary containing enemy paths for each folder -@export var enemies = { - "common": [], - "rare" : [], - "legendary": [] -} - -# Exported parameters for time-related control -@export var time_interval: float = 1.0 # Initial time between spawns in seconds -@export var min_time_interval: float = 0.2 # Minimum time interval between spawns -@export var time_interval_decrease_rate: float = 0.001 # Rate at which time_interval decreases -@export var time_increase_rate: float = 0.001 # Rate at which higher-tier chances increase - -# Time tracking variable (not exported, as it's not meant to be set in the editor) -var elapsed_time = 0.0 - -# Function to spawn an enemy -func spawn_enemy(): - var selected_folder = choose_folder() - - if selected_folder != "": - var enemy_path = "res://enemies/" + selected_folder + "/" + enemies[selected_folder][randi_range(0, enemies[selected_folder].size() - 1)] + ".tscn" - var enemy_scene = load(enemy_path) - - if enemy_scene: - var enemy_instance = enemy_scene.instantiate() - add_child(enemy_instance) - var enemyPosition = lerp(spawningBoundaryMin, spawningBoundaryMax, randf() * 2 - 1) - print("Spawned enemy from ", selected_folder, ": ", enemy_path) - print(" Enemy Position X: " + str(enemyPosition.x).left(6), ", Y: " + str(enemyPosition.y).left(6)) - print(" Time Interval: " + str(time_interval)) - # else: - # print("Failed to load enemy scene from path: ", enemy_path) - else: - print("No folder selected, something went wrong.") - -# Function to choose a folder based on the current chances -func choose_folder() -> String: - var rand_value = randi() / 4294967295.0 # Normalize by dividing by 2^32 - 1 - var cumulative_chance = 0.0 - - for folder in folder_chances.keys(): - cumulative_chance += folder_chances[folder] - if rand_value < cumulative_chance: - return folder - - return "" # Should not reach here if chances are correctly normalized - -# Function to update chances and spawn rate over time -func update_chances_and_spawn_rate(): - # Update folder chances over time - folder_chances["common"] = max(0.5, folder_chances["common"] - time_increase_rate) - folder_chances["rare"] = min(0.3, folder_chances["rare"] + time_increase_rate * 0.5) - folder_chances["legendary"] = min(0.2, folder_chances["legendary"] + time_increase_rate * 0.5) - - # Normalize chances so they sum to 1 - var total_chance = 0.0 - for chance in folder_chances.values(): - total_chance += chance - - for folder in folder_chances.keys(): - folder_chances[folder] /= total_chance - - # Decrease time interval to spawn enemies more frequently - time_interval = max(min_time_interval, time_interval - time_interval_decrease_rate / 100000) - time_interval += (randf() * 2 - 1) * spawnIntervalVariation - -# Main loop for spawning enemies -func _process(delta): - elapsed_time += delta - - if elapsed_time >= time_interval: - spawn_enemy() - update_chances_and_spawn_rate() - elapsed_time = 0.0 # Reset the timer diff --git a/pause_menu.gd b/pause_menu.gd deleted file mode 100644 index 835582c..0000000 --- a/pause_menu.gd +++ /dev/null @@ -1,43 +0,0 @@ -extends RichTextLabel -var isPaused: bool = true -var textCache -@export var rectangle: ColorRect -@export var animationTime: float -var cachedBlack -var cachedLod -var LodProgress: float = 1 - -# Called when the node enters the scene tree for the first time. -func _ready() -> void: - cachedLod = rectangle.material.get_shader_parameter("lod") - cachedBlack = rectangle.material.get_shader_parameter("black") - textCache = text - text = "" - - -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(delta: float) -> void: - if Input.is_action_just_pressed("ui_cancel"): - isPaused = !isPaused - - get_tree().paused = isPaused - if isPaused: - animateShader(delta, true) - text = textCache - if Input.is_action_just_pressed("Legendary Inventory"): - get_tree().reload_current_scene() - - else: - animateShader(delta, false) - text = "" - -func animateShader(delta: float, isIncreasing: bool): - if isIncreasing: - if LodProgress < 1: - LodProgress += delta / animationTime - else: - if LodProgress > 0: - LodProgress -= delta / animationTime - clampf(LodProgress, 0, 1) - rectangle.material.set_shader_parameter("lod", cachedLod * ease(LodProgress, 0.6)) - rectangle.material.set_shader_parameter("black", lerpf(1, cachedBlack, ease(LodProgress, 0.6)))