added support for obstacles to levels again

This commit is contained in:
2026-02-07 04:29:19 +11:00
parent 35a0ec30a5
commit f7e478357b
19 changed files with 49 additions and 43 deletions

View File

@@ -89,12 +89,12 @@ func networked_set_wave(wave_number: int) -> void:
set_upcoming_wave()
func spawn_level(scene: PackedScene, path: String) -> void:
func spawn_level(scene: PackedScene) -> void:
level = scene.instantiate() as Level
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(path))
flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level.data_path))
level.load_flow_field()
level.game_manager = self
for x: EnemySpawner in level.enemy_spawns:
@@ -106,6 +106,7 @@ func spawn_level(scene: PackedScene, path: String) -> void:
root_scene.add_child(level)
for spawner: EnemySpawner in level.enemy_spawns:
spawner.create_path()
level.generate_obstacle(level_specs.points_blocked)
func spawn_players() -> void:
@@ -298,7 +299,8 @@ func end_wave() -> void:
#else:
#shop_chance += 0.09
wave_finished.emit()
set_upcoming_wave()
if wave < wave_limit:
set_upcoming_wave()
@rpc("reliable", "call_local")
@@ -322,7 +324,7 @@ func setup() -> void:
connected_players_nodes.clear()
#Spawn new stuff
spawn_level(level_specs.zone_scene, level_specs.data_path)
spawn_level(level_specs.zone_scene)
#Set starting parameters
game_active = false