Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.

This commit is contained in:
2026-01-01 07:36:54 -05:00
parent 84bf495d11
commit b4910013c0
89 changed files with 1994 additions and 64 deletions

View File

@@ -15,6 +15,10 @@ func proximal_shake(distance : float) -> void:
if !Game.player:
return
var d = global_position.distance_squared_to(Game.player.global_position)
if d <= distance * distance:
Input.start_joy_vibration(0, 1,1,1000)
var d_sq = distance * distance
if d <= d_sq:
var str : float = (d_sq - d) / d_sq
var l_val : float = lerp(0.0, 1.0, str)
Input.start_joy_vibration(0, l_val,l_val,lerp(0.5, 1.0, str))
Game.player.camera.add_trauma(l_val)