diff --git a/scripts/Contents/Characters/Cat.gd b/scripts/Contents/Characters/Cat.gd index ab9c27c..fad8533 100644 --- a/scripts/Contents/Characters/Cat.gd +++ b/scripts/Contents/Characters/Cat.gd @@ -3,17 +3,17 @@ class_name Maodie func register(): fields[FieldStore.Entity.MAX_HEALTH] = 75 - fields[FieldStore.Entity.MOVEMENT_SPEED] = randf_range(0.5, 0.8) + fields[FieldStore.Entity.MOVEMENT_SPEED] = randf_range(0.4, 0.65) attackCooldownMap[0] = randi_range(5000, 8000) sprintMultiplier = randf_range(5, 15) func spawn(): texture.play("walk") func ai(): - PresetEntityAI.follow(self, currentFocusedBoss) + PresetEntityAI.follow(self , currentFocusedBoss) tryAttack(0, true) func attack(type: int): if type == 0: - BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0) + BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self , position, 0) trySprint() return true func sprint(): diff --git a/scripts/Contents/Characters/Dog.gd b/scripts/Contents/Characters/Dog.gd index 76103a3..6bfe4f9 100644 --- a/scripts/Contents/Characters/Dog.gd +++ b/scripts/Contents/Characters/Dog.gd @@ -4,7 +4,7 @@ func register(): fields[FieldStore.Entity.MAX_HEALTH] = 120 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2 fields[FieldStore.Entity.OFFSET_SHOOT] = 0 - attackCooldownMap[0] = randi_range(100, 500) + attackCooldownMap[0] = randi_range(1000, 3000) func spawn(): texture.play("walk") func ai(): diff --git a/scripts/Contents/Characters/Hen.gd b/scripts/Contents/Characters/Hen.gd index a30c9df..9ad6c88 100644 --- a/scripts/Contents/Characters/Hen.gd +++ b/scripts/Contents/Characters/Hen.gd @@ -5,15 +5,14 @@ func register(): fields[FieldStore.Entity.MAX_HEALTH] = 100 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.3 fields[FieldStore.Entity.OFFSET_SHOOT] = 10 + attackCooldownMap[0] = randi_range(2000, 5000) func spawn(): texture.play("walk") func ai(): - attackCooldownMap[0] = randi_range(1500, 4000) - PresetEntityAI.follow(self, currentFocusedBoss, 300) + PresetEntityAI.follow(self , currentFocusedBoss, 300) tryAttack(0) func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") - for i in randi_range(1, 4): - BulletBase.generate(ComponentManager.getBullet("Star"), self, weaponPos, (currentFocusedBoss.position - position).angle()) + BulletBase.generate(ComponentManager.getBullet("Star"), self , weaponPos, (currentFocusedBoss.position - position).angle()) return true diff --git a/scripts/Contents/Characters/MTY.gd b/scripts/Contents/Characters/MTY.gd index ce8a900..8767b50 100644 --- a/scripts/Contents/Characters/MTY.gd +++ b/scripts/Contents/Characters/MTY.gd @@ -6,7 +6,7 @@ var MIN_ATTACK_DISTANCE = 400 func register(): fields[FieldStore.Entity.MAX_HEALTH] = 400 - fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9 + fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.7 attackCooldownMap[0] = 4000 attackCooldownMap[1] = 3000 attackCooldownMap[2] = 500