purge: more subtle summon shake (0.5), payoff shake fades alongside flash (0.8s)
parent
d00afe5772
commit
773c729016
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@ -11,12 +11,9 @@ func _ready() -> void:
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summon_circle.sprite_frames.set_animation_loop("default", false)
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summon_circle.sprite_frames.set_animation_loop("default", false)
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summon_circle.animation_finished.connect(_unleash)
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summon_circle.animation_finished.connect(_unleash)
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summon_circle.play("default")
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summon_circle.play("default")
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camera.shake(6.0, 1.5, true)
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camera.shake(6.0, 0.5, true)
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func _unleash() -> void:
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func _unleash() -> void:
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camera.shake(0.3, 8.0)
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await get_tree().create_timer(0.1).timeout
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for enemy in get_tree().get_nodes_in_group("enemies"):
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy):
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if not is_instance_valid(enemy):
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continue
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continue
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@ -28,6 +25,8 @@ func _unleash() -> void:
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_flash()
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_flash()
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func _flash() -> void:
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func _flash() -> void:
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camera.shake(0.8, 8.0)
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var layer = CanvasLayer.new()
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var layer = CanvasLayer.new()
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layer.layer = 100
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layer.layer = 100
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add_child(layer)
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add_child(layer)
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