Added graphics options for psx effects

This commit is contained in:
2026-02-03 19:41:06 +11:00
parent 6f1105cdbe
commit c0859e26cb
35 changed files with 252 additions and 304 deletions

View File

@@ -6,11 +6,15 @@ var direction: Vector3
func _ready() -> void:
distance_remaining = character.global_position.distance_to(goal.global_position)
direction = character.global_position.direction_to(goal.global_position)
super._ready()
if goal:
distance_remaining = character.global_position.distance_to(goal.global_position)
direction = character.global_position.direction_to(goal.global_position)
func _physics_process(delta: float) -> void:
if !direction:
return
var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
distance_remaining -= distance_travelled
character.global_position = character.global_position + (direction * distance_travelled)

View File

@@ -24,10 +24,9 @@ var next_pos: Vector3
func _ready() -> void:
super._ready()
#if path:
# distance_remaining = path.get_baked_length()
next_node = flow_field.get_closest_traversable_point(character.global_position)
distance_remaining += calculate_distance_to_goal(next_node)
if flow_field:
next_node = flow_field.get_closest_traversable_point(character.global_position)
distance_remaining += calculate_distance_to_goal(next_node)
func calculate_distance_to_goal(node: FlowNode) -> float:

View File

@@ -4,8 +4,8 @@ extends Resource
@export var title: String = "enemy name goes here"
@export var description: String = "enemy description goes here"
@export var target_type: Data.EnemyType
@export var scene: PackedScene
@export var icon: Texture
@export var scene: PackedScene
@export var death_sprite: Texture
@export var sprite: AtlasTexture
@export var spawn_power: int = 10

View File

@@ -7,6 +7,8 @@ const SAVE_PATH: String = "user://graphics_settings.tres"
@export var vsync_mode: int = 1
@export var aa_mode: int = 0
@export var windowed_mode: int = 0
@export var vertex_jitter: float = 0.2
@export var affine_warping: float = 1.0
func apply_graphical_settings(viewport: Viewport) -> void:
@@ -28,6 +30,8 @@ func apply_graphical_settings(viewport: Viewport) -> void:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
2:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
RenderingServer.global_shader_parameter_set("vertex_jitter", vertex_jitter)
RenderingServer.global_shader_parameter_set("affine_amount", affine_warping)
func save_profile_to_disk() -> void:

View File

@@ -44,12 +44,12 @@ func _process(delta: float) -> void:
if enemy_spawn_timers[enemy] >= enemy.spawn_cooldown:
if is_multiplayer_authority():
if type == Data.EnemyType.LAND:
networked_spawn_land_enemy.rpc(enemy.title, own_id, enemy_id)
networked_spawn_land_enemy.rpc(game_manager.level.enemy_pool.find(enemy), own_id, enemy_id)
if type == Data.EnemyType.AIR:
var radius: float = 10.0
var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
networked_spawn_air_enemy.rpc(enemy.title, random_pos, own_id, enemy_id)
networked_spawn_air_enemy.rpc(game_manager.level.enemy_pool.find(enemy), random_pos, own_id, enemy_id)
enemy_spawn_timers[enemy] -= enemy.spawn_cooldown
enemy_spawned.emit()
@@ -60,16 +60,12 @@ func _process(delta: float) -> void:
#TODO: not sure enemies need all this info over the network
@rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in game_manager.level.enemy_pool:
if enemy.title == enemy_stats:
e_stats = enemy
func networked_spawn_land_enemy(enemy_num: int, id1: int, id2: int) -> void:
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy = game_manager.level.enemy_pool[enemy_num].scene.instantiate()
enemy.stats = game_manager.level.enemy_pool[enemy_num]
enemy.corpse_root = game_manager.level.corpses
enemy.name = str(id1) + str(id2)
enemy.stats = e_stats
enemy.died.connect(enemy_died_callback)
enemy.reached_goal.connect(enemy_reached_goal_callback)
#enemy.movement_controller.path = path.curve
@@ -107,17 +103,13 @@ func update_path() -> void:
@rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in game_manager.level.enemy_pool:
if enemy.title == enemy_stats:
e_stats = enemy
func networked_spawn_air_enemy(enemy_num: int, pos: Vector3, id1: int, id2: int) -> void:
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy = game_manager.level.enemy_pool[enemy_num].scene.instantiate()
enemy.stats = game_manager.level.enemy_pool[enemy_num]
enemy.corpse_root = game_manager.level.corpses
enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position
enemy.stats = e_stats
enemy.died.connect(enemy_died_callback)
enemy.reached_goal.connect(enemy_reached_goal_callback)
enemy.movement_controller.goal = dest

View File

@@ -3,7 +3,7 @@ extends PanelContainer
signal all_players_ready()
var entry_scene: PackedScene = preload("res://Scenes/UI/scoreboard_entry.tscn")
var entry_scene: PackedScene = preload("res://UI/scoreboard_entry.tscn")
var entries: Dictionary = {}