Make adjustments to bad end map

Modify debug menu slightly to pause while open (need to close the menu to load floors, etc)
Clear map when game over screen appears
This commit is contained in:
2026-06-08 00:08:25 -07:00
parent 19bf9563b6
commit 2ab6158849
12 changed files with 208 additions and 78 deletions
+13 -9
View File
@@ -205,8 +205,6 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
LuckComponent.Reset();
EquipmentComponent.Reset();
SigilComponent.Reset();
HealthTimer.Timeout += OnHealthTimerTimeout;
}
#region Initialization
@@ -220,6 +218,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
ExperiencePointsComponent.PlayerLevelDown += OnLevelDown;
PlayerFXAnimations.AnimationFinished += PlayerFXAnimations_AnimationFinished;
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout += OnHealthTimerTimeout;
_projectileCooldownTimer = new Timer();
AddChild(_projectileCooldownTimer);
@@ -248,6 +247,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
SetProcessInput(true);
SetPhysicsProcess(true);
SetHealthTimerStatus(HealthTimerIsActive);
ShowCamera(true);
Hitbox.SetDeferred(Area3D.PropertyName.Monitoring, true);
Hitbox.SetDeferred(Area3D.PropertyName.Monitorable, true);
}
@@ -290,12 +290,14 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
ResetPhysicsInterpolation();
}
public void ShowCamera(bool showCamera) => _camera3D.Current = showCamera;
public void TakeDamage(AttackData damage)
{
if (BriefImmunity)
return;
_camera3D.AddShake(1.0f);
ShakePlayerCamera(1, 1);
TakeDamageAnimationPlayer.Play("take_damage");
var defense = TotalDefense;
var elementalResistance = EquipmentComponent.ElementalResistance + SigilComponent.Sigil.ElementalResistanceSet;
@@ -329,6 +331,12 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
public IBaseInventoryItem IdentifyItem(IBaseInventoryItem unidentifiedItem) => _itemReroller.RerollItem(unidentifiedItem, Inventory);
public void ShakePlayerCamera(float shakeIntensity, float shakeAmount)
{
_camera3D._shakeIntensity = shakeIntensity;
_camera3D.AddShake(shakeAmount);
}
public int TotalAttack => AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack;
public int TotalDefense => DefenseComponent.CurrentDefense.Value + EquipmentComponent.BonusDefense;
@@ -348,11 +356,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
return;
SetSigil(new NoneSigil());
HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout -= OnHealthTimerTimeout;
SetProcessInput(false);
SetPhysicsProcess(false);
Deactivate();
}
public override void _Input(InputEvent @event)
@@ -920,7 +924,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (SigilComponent.Sigil.ElementType == weapon.WeaponElement)
totalDamage = Mathf.RoundToInt(totalDamage * 1.15f);
totalDamage = Mathf.RoundToInt(totalDamage * (1 + SigilComponent.Sigil.DamageModifier));
totalDamage = Mathf.RoundToInt(totalDamage * (1 + SigilComponent.Sigil.DamageModifier));
if (isCriticalHit)
{