Added graphics options for psx effects
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@@ -6,11 +6,15 @@ var direction: Vector3
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func _ready() -> void:
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distance_remaining = character.global_position.distance_to(goal.global_position)
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direction = character.global_position.direction_to(goal.global_position)
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super._ready()
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if goal:
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distance_remaining = character.global_position.distance_to(goal.global_position)
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direction = character.global_position.direction_to(goal.global_position)
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func _physics_process(delta: float) -> void:
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if !direction:
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return
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var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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character.global_position = character.global_position + (direction * distance_travelled)
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@@ -24,10 +24,9 @@ var next_pos: Vector3
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func _ready() -> void:
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super._ready()
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#if path:
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# distance_remaining = path.get_baked_length()
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next_node = flow_field.get_closest_traversable_point(character.global_position)
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distance_remaining += calculate_distance_to_goal(next_node)
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if flow_field:
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next_node = flow_field.get_closest_traversable_point(character.global_position)
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distance_remaining += calculate_distance_to_goal(next_node)
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func calculate_distance_to_goal(node: FlowNode) -> float:
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@@ -4,8 +4,8 @@ extends Resource
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@export var title: String = "enemy name goes here"
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@export var description: String = "enemy description goes here"
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@export var target_type: Data.EnemyType
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@export var scene: PackedScene
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@export var icon: Texture
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@export var scene: PackedScene
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@export var death_sprite: Texture
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@export var sprite: AtlasTexture
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@export var spawn_power: int = 10
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@@ -7,6 +7,8 @@ const SAVE_PATH: String = "user://graphics_settings.tres"
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@export var vsync_mode: int = 1
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@export var aa_mode: int = 0
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@export var windowed_mode: int = 0
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@export var vertex_jitter: float = 0.2
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@export var affine_warping: float = 1.0
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func apply_graphical_settings(viewport: Viewport) -> void:
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@@ -28,6 +30,8 @@ func apply_graphical_settings(viewport: Viewport) -> void:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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2:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
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RenderingServer.global_shader_parameter_set("vertex_jitter", vertex_jitter)
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RenderingServer.global_shader_parameter_set("affine_amount", affine_warping)
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func save_profile_to_disk() -> void:
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@@ -44,12 +44,12 @@ func _process(delta: float) -> void:
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if enemy_spawn_timers[enemy] >= enemy.spawn_cooldown:
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if is_multiplayer_authority():
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if type == Data.EnemyType.LAND:
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networked_spawn_land_enemy.rpc(enemy.title, own_id, enemy_id)
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networked_spawn_land_enemy.rpc(game_manager.level.enemy_pool.find(enemy), own_id, enemy_id)
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if type == Data.EnemyType.AIR:
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var radius: float = 10.0
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var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
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var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
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networked_spawn_air_enemy.rpc(enemy.title, random_pos, own_id, enemy_id)
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networked_spawn_air_enemy.rpc(game_manager.level.enemy_pool.find(enemy), random_pos, own_id, enemy_id)
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enemy_spawn_timers[enemy] -= enemy.spawn_cooldown
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enemy_spawned.emit()
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@@ -60,16 +60,12 @@ func _process(delta: float) -> void:
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#TODO: not sure enemies need all this info over the network
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@rpc("reliable", "call_local")
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func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
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var e_stats: Enemy = null
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for enemy: Enemy in game_manager.level.enemy_pool:
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if enemy.title == enemy_stats:
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e_stats = enemy
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func networked_spawn_land_enemy(enemy_num: int, id1: int, id2: int) -> void:
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var enemy: EnemyController
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enemy = e_stats.scene.instantiate()
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enemy = game_manager.level.enemy_pool[enemy_num].scene.instantiate()
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enemy.stats = game_manager.level.enemy_pool[enemy_num]
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enemy.corpse_root = game_manager.level.corpses
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enemy.name = str(id1) + str(id2)
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enemy.stats = e_stats
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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#enemy.movement_controller.path = path.curve
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@@ -107,17 +103,13 @@ func update_path() -> void:
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@rpc("reliable", "call_local")
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func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
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var e_stats: Enemy = null
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for enemy: Enemy in game_manager.level.enemy_pool:
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if enemy.title == enemy_stats:
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e_stats = enemy
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func networked_spawn_air_enemy(enemy_num: int, pos: Vector3, id1: int, id2: int) -> void:
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var enemy: EnemyController
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enemy = e_stats.scene.instantiate()
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enemy = game_manager.level.enemy_pool[enemy_num].scene.instantiate()
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enemy.stats = game_manager.level.enemy_pool[enemy_num]
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enemy.corpse_root = game_manager.level.corpses
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enemy.name = str(id1) + str(id2)
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enemy.position = pos + global_position
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enemy.stats = e_stats
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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enemy.movement_controller.goal = dest
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@@ -3,7 +3,7 @@ extends PanelContainer
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signal all_players_ready()
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var entry_scene: PackedScene = preload("res://Scenes/UI/scoreboard_entry.tscn")
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var entry_scene: PackedScene = preload("res://UI/scoreboard_entry.tscn")
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var entries: Dictionary = {}
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