fixed the path rebuilding lag

This commit is contained in:
2026-02-08 02:10:23 +11:00
parent fd9b62faba
commit e441a121ff
26 changed files with 629 additions and 385 deletions

View File

@@ -109,7 +109,7 @@ func spawn_level(scene: PackedScene) -> void:
var flow_field: FlowField = FlowField.new()
level.flow_field = flow_field
level.add_child(flow_field)
flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level_config.zone.flow_field_data_path))
flow_field.data = FlowFieldTool.load_flow_field_from_disc(level_config.zone.flow_field_data_path)
level.load_flow_field()
level.game_manager = self
for x: EnemySpawner in level.enemy_spawns:
@@ -121,7 +121,7 @@ func spawn_level(scene: PackedScene) -> void:
root_scene.add_child(level)
for spawner: EnemySpawner in level.enemy_spawns:
spawner.create_path()
level.generate_obstacle(level_config.points_blocked)
level.generate_obstacles(level_config.points_blocked)
func spawn_players() -> void:
@@ -214,7 +214,9 @@ func temp_set_upcoming_wave(new_wave: WaveConfig, coins: int) -> void:
pot = coins
var dict: Dictionary[String, int] = {}
for enemy_group: EnemyGroup in new_wave.enemy_groups.keys():
dict[enemy_group.enemy.title] = enemy_group.count
if !dict.has(enemy_group.enemy.title):
dict[enemy_group.enemy.title] = 0
dict[enemy_group.enemy.title] += enemy_group.count
connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(dict)
@@ -351,7 +353,6 @@ func start() -> void:
set_upcoming_wave()
level.flow_field.calculate()
level.enemy_spawns[0].update_path()
level.generate_obstacles()
#Start game
game_active = true