fixed a path visualiser bug and did a little balancing

This commit is contained in:
2023-11-18 00:01:04 +11:00
parent 9cf6944ac8
commit 422c163dcd
8 changed files with 15 additions and 12 deletions

View File

@ -9,7 +9,8 @@ func _physics_process(_delta: float) -> void:
for enemy in get_tree().get_nodes_in_group("Enemies"):
if !is_instance_valid(enemy) or !enemy.alive or global_position.distance_to(enemy.global_position) > target_range:
continue
enemies_in_range.append(enemy)
if enemy.stats.target_type & stats.target_type:
enemies_in_range.append(enemy)
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
for enemy in enemies_in_range:

View File

@ -105,7 +105,7 @@ func set_upcoming_wave():
if is_multiplayer_authority():
var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 50))
networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70))
@rpc("reliable", "call_local")

View File

@ -7,11 +7,12 @@ var visualizer_points = []
func spawn_visualizer_points() -> void:
var new_length = curve.get_baked_length()
for x in new_length - length:
for x in floori(new_length) - visualizer_points.size():
var point = visual_scene.instantiate()
visualizer_points.append(point)
add_child(point)
length = new_length
#print(str(int(length)) + " / " + str(visualizer_points.size()) + ", diff: " + str(visualizer_points.size() - length))
for x in visualizer_points.size():
visualizer_points[x].progress_ratio = float(x) / visualizer_points.size()