made visual updates
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@ -8,12 +8,12 @@ signal game_setup
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signal game_started
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signal lost_game
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signal won_game
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signal switch_to_single_player
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signal switch_to_multi_player
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signal switch_to_main_menu
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var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
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var player_scene: PackedScene = load("res://PCs/hero.tscn")
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var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
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var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
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var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
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var game_end_scene: PackedScene = load("res://Scenes/Menus/GameEndScreen/game_end_screen.tscn")
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var connected_players_nodes: Dictionary = {}
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var game_active: bool = false
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@ -262,12 +262,13 @@ func end_wave() -> void:
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for spawn: EnemySpawner in level.enemy_spawns:
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spawn.path.enable_visualization()
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#level.a_star_graph_3d.enable_non_path_tower_frames()
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level.enable_non_path_tower_frames()
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if is_multiplayer_authority():
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if randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
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networked_spawn_shop.rpc()
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shop_chance = 0.0
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else:
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shop_chance += 0.07
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shop_chance += 0.09
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wave_finished.emit(wave)
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set_upcoming_wave()
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@ -365,12 +366,15 @@ func scene_switch_main_menu() -> void:
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connected_players_nodes.clear()
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = null
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get_tree().change_scene_to_file(main_menu_scene_path)
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switch_to_main_menu.emit()
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#get_tree().change_scene_to_file(main_menu_scene_path)
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func scene_switch_to_multiplayer_lobby() -> void:
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get_tree().change_scene_to_file(multiplayer_lobby_scene_path)
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switch_to_multi_player.emit()
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#get_tree().change_scene_to_file(multiplayer_lobby_scene_path)
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func scene_switch_to_singleplayer_lobby() -> void:
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get_tree().change_scene_to_file(singleplayer_lobby_scene_path)
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switch_to_single_player.emit()
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#get_tree().change_scene_to_file(singleplayer_lobby_scene_path)
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