Replace the firing bullet emitter with static bullet obstacles ringed around (12,12)
The user did not want anything firing: the bullets should simply exist in the air as fixed obstacles. bullet_ring (the emitter) is deleted and bullet_field takes its place. bullet_field generates concentric rings of frozen bullets centred on itself, radii given in cells (default 5/10/15), and skips bullets that fall outside the level bounds or land inside solid tiles so nothing is buried in the terrain. Each bullet is a StaticBody2D on the world layer, so it blocks the player and can be stood on; damage defaults to 0 (pure obstacle) and can be raised to turn them into hazards.
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+3
-5
@@ -19,7 +19,7 @@
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[ext_resource type="PackedScene" path="res://scenes/prefabs/collectibles/diamond.tscn" id="17_icuov"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/walker.tscn" id="18_walker"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/laser.tscn" id="19_laser"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/bullet_ring.tscn" id="20_ring"]
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[ext_resource type="PackedScene" path="res://scenes/prefabs/enemies/bullet_field.tscn" id="20_field"]
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[node name="Main" type="Node2D" unique_id=2061129075]
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@@ -249,10 +249,8 @@ rotation = -1.5707964
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length = 108.0
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start_delay = 2.4
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[node name="BulletRing_01" parent="Level/PrefabInstances/Enemies" instance=ExtResource("20_ring")]
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position = Vector2(234, 224)
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arc_deg = 180.0
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base_angle_deg = 270.0
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[node name="BulletField_01" parent="Level/PrefabInstances/Enemies" instance=ExtResource("20_field")]
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position = Vector2(234, 234)
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[node name="Interactables" type="Node2D" parent="Level/PrefabInstances" unique_id=769532488]
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