bug: Fix low-resolution text

This commit is contained in:
Benjamin Morgan 2025-10-22 22:48:54 -06:00
parent 64c055b23f
commit e287853798
13 changed files with 1463 additions and 104 deletions

View file

@ -20,9 +20,9 @@ func _ready():
add_child(timer)
func spawn_time_from_score(score: int) -> float:
var min_time = 0.3
var max_time = 2.0
var max_score = 50000.0
var min_time = 0.2
var max_time = 1.5
var max_score = 100000.0
# Clamp score so it doesnt overshoot
var clamped_score = clamp(score, 0, max_score)
@ -38,44 +38,46 @@ func spawn_time_from_score(score: int) -> float:
return lerp(max_time, min_time, curved_t)
func spawn_enemy():
var enemy = asteroids[randi_range(0, 3)].instantiate()
var pos = get_random_edge_position()
enemy.position = pos
var idx = randi_range(0, 3)
var enemy = asteroids[idx].instantiate()
# Direction vector toward center
var center = screen_size * 0.5
enemy.rot_velocity = randf_range(-PI, PI)
enemy.rotation = randf_range(0, PI)
var scl = randi_range(2 + idx, 5 + 3*idx)
enemy.scale = Vector2(scl, scl)
var pos = get_random_edge_position(Utils.get_half_size(enemy))
var dir = (center - pos).normalized()
# Add some randomness so it's not always perfect
var angle_variation = randf_range(-0.5, 0.5) # radians (~±14 degrees)
dir = dir.rotated(angle_variation)
# Apply starting velocity
enemy.rot_velocity = randf_range(0, PI)
enemy.velocity = dir * randf_range(50, 200)
enemy.rotation = randf_range(0, PI)
var scl = randi_range(1, 5)
enemy.scale = Vector2(scl, scl)
enemy.velocity = dir * randf_range(75, 250)
enemy.position = pos
enemy.add_to_group("enemies")
add_child(enemy)
timer.wait_time = spawn_time_from_score(Game.score)
func get_random_edge_position() -> Vector2:
func get_random_edge_position(half_size: Vector2) -> Vector2:
# Pick which edge (0=top,1=bottom,2=left,3=right)
var edge = randi() % 4
match edge:
0: # top
return Vector2(randf() * screen_size.x, 0)
return Vector2(randf() * screen_size.x, -half_size.y)
1: # bottom
return Vector2(randf() * screen_size.x, screen_size.y)
return Vector2(randf() * screen_size.x, screen_size.y + half_size.y)
2: # left
return Vector2(0, randf() * screen_size.y)
return Vector2(-half_size.x, randf() * screen_size.y)
3: # right
return Vector2(screen_size.x, randf() * screen_size.y)
return Vector2(screen_size.x + half_size.x, randf() * screen_size.y)
return Vector2.ZERO
func stop():
timer.stop()