enemy movement should be deterministic now

This commit is contained in:
2026-02-11 05:37:55 +11:00
parent b72b05f33b
commit a2dc8f1630
15 changed files with 75 additions and 45 deletions

View File

@@ -87,6 +87,7 @@ func networked_ready_player(peer_id: int) -> void:
start_game = false
if start_game:
setup_game()
visible = false
func ready_player(peer_id: int = multiplayer.get_unique_id()) -> void:
@@ -99,11 +100,14 @@ func ready_player(peer_id: int = multiplayer.get_unique_id()) -> void:
start_game = false
if start_game:
setup_game()
visible = false
@rpc("any_peer", "reliable")
func networked_select_class(peer_id: int) -> void:
player_character_selected_states[connected_players_profiles[peer_id]] = true
if chatbox:
chatbox.append_message("SERVER", Color.TOMATO, connected_players_profiles[peer_id].display_name + " has chosen a class!")
var start_game: bool = true
for state: bool in player_character_selected_states.values():
if !state:
@@ -125,7 +129,6 @@ func select_class(peer_id: int = multiplayer.get_unique_id()) -> void:
func start_game() -> void:
enet_peer.refuse_new_connections = true
visible = false
super.start_game()