5 Commits

Author SHA1 Message Date
sijcdu 8b6941fb9a Add pickup/gameplay tweaks and ignore packaged zips 2026-10-07 23:41:22 +08:00
sijcdu 13b5a8edc7 Level 3: double the bullet rain density and bring the patrolling walkers back
Rain interval went from 0.4s +- 0.25 to 0.2s +- 0.12, which measures 28 drops in 6 seconds instead of 13 and keeps about 24 bullets in the air at once. Three walkers are placed back in level 3, on the corridor at cells (10,11) and (17,11) and on the left ledge at (5,10); they only patrol and hurt on contact, since their firing was removed earlier.
2026-10-07 23:24:00 +08:00
sijcdu f549c03533 Hide the debug fly and level skip behind a 房★主★有★神★器★ easter-egg panel
cheat_panel replaces the level_skip autoload: a single small button in the top-right opens a panel holding the fly toggle and the level jump buttons, so nothing that looks like leftover debug UI is on screen. The fly is no longer gated behind OS.is_debug_build, so the easter egg works in exported builds too, and the 1/2/3 shortcuts only fire while the panel is open so they cannot be hit by accident. Space stays unbound and no gameplay content was touched.
2026-10-07 23:10:41 +08:00
sijcdu 8127c787f8 Bullet rain is denser and its bullets are no longer stopped by anything
Interval dropped from 1.0s +- 0.6 to 0.4s +- 0.25 (about 2.5 bullets per second instead of 1), which measured 13 drops in 6 seconds versus 6 before. bullet.gd gained stop_on_obstacle (default false): the probe raycast is disabled, so rain bullets fall straight through terrain and ropes and are only recycled by their lifetime or by dropping past despawn_y. Verified a bullet falling from y=190 goes through the floor at y=225 and despawns at y=340. Also picks up the editor changes: the rope tiles were removed from level 3 and a few nodes gained unique ids.
2026-10-07 23:01:00 +08:00
sijcdu acc7901c2a Add level 3: bullet rain from the sky, and ropes that only block bullets
The tileset gained a second physics layer (collision_layer 2) and the rope tile (11,4) now carries its 18x6 polygon on that layer instead of layer 0, so it is invisible to anything that does not ask for layer 2. The player's mask stays 1 and the key copies it, so both fall straight through ropes; the bullet probe mask went from 1 to 3 so falling bullets are stopped by them. New bullet_rain prefab drops bullets at random x across the level on a jittered timer, sparse by default (1.0s +- 0.6s), and level 3 places one spanning the whole width. Level 3 has no lasers, and level 2's clear screen now leads into it.
2026-10-07 22:51:56 +08:00