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: