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

@@ -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