2 Commits

Author SHA1 Message Date
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 0d2bccc3a9 Monsters are now unkillable and fire a fixed bullet pattern; add periodic lasers
Removed the stomp-kill from walker.gd: landing on an enemy now just costs a heart like any other contact, so the only way past is to weave through the pattern or use the key throw + W warp. Enemies fire a fan of bullets every fire_interval whose directions are computed only from the facing and the exported spread, never from the player, so every volley traces the identical path and can be memorised. Bullets are code-generated circles (no art needed), die on hitting terrain via a probe raycast, and are freed after their lifetime. New laser prefab cycles wait -> blinking warmup -> firing, and only damages during the firing phase.
2026-10-07 22:12:14 +08:00