pathfinding rework for now

This commit is contained in:
2025-06-13 00:06:51 +10:00
parent 400415f8a5
commit 6f4f465e37
817 changed files with 5533 additions and 3146 deletions

View File

@ -39,6 +39,17 @@ func _ready() -> void:
UILayer = CanvasLayer.new()
UILayer.layer = 2
get_tree().root.add_child.call_deferred(UILayer)
var version_label: Label = Label.new()
var version: String = ProjectSettings.get_setting("application/config/version")
version_label.text = "WORK IN PROGRESS | ALPHA - VERSION " + version + " | PLAYTEST"
version_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
version_label.add_theme_font_size_override("font_size", 18)
version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
version_label.set_anchors_preset(Control.PRESET_TOP_WIDE)
UILayer.add_child(version_label)
Input.set_custom_mouse_cursor(load("res://Assets/Textures/cursor_none.png"), Input.CURSOR_ARROW, Vector2(9, 6))
Input.set_custom_mouse_cursor(load("res://Assets/Textures/bracket_b_vertical.png"), Input.CURSOR_IBEAM, Vector2(16, 16))
@rpc("reliable", "call_local")
@ -169,10 +180,12 @@ func ready_player(player_ready_true: bool) -> void:
func spawn_enemy_wave() -> void:
level.shop.close()
wave += 1
level.a_star_graph_3d.find_path()
level.a_star_graph_3d.disable_all_tower_frames()
level.disable_all_tower_frames()
#level.a_star_graph_3d.find_path()
#level.a_star_graph_3d.disable_all_tower_frames()
level.flow_field.calculate()
for spawn: EnemySpawner in level.enemy_spawns:
spawn.path.disable_visualization()
#spawn.path.disable_visualization()
spawn.spawn_wave()
wave_started.emit(wave)
@ -248,7 +261,7 @@ func end_wave() -> void:
connected_players_nodes[peer_id].unready_self()
for spawn: EnemySpawner in level.enemy_spawns:
spawn.path.enable_visualization()
level.a_star_graph_3d.enable_non_path_tower_frames()
#level.a_star_graph_3d.enable_non_path_tower_frames()
if is_multiplayer_authority():
if randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
networked_spawn_shop.rpc()
@ -304,11 +317,14 @@ func start() -> void:
#Relies on rng having been seeded
set_upcoming_wave()
level.a_star_graph_3d.make_grid()
level.flow_field.calculate()
level.enemy_spawns[0].update_path()
#level.a_star_graph_3d.make_grid()
level.generate_obstacles()
level.a_star_graph_3d.disable_all_tower_frames()
level.a_star_graph_3d.enable_non_path_tower_frames()
level.a_star_graph_3d.find_path()
level.enable_non_path_tower_frames()
#level.a_star_graph_3d.disable_all_tower_frames()
#level.a_star_graph_3d.enable_non_path_tower_frames()z
#level.a_star_graph_3d.find_path()
#Start game
game_active = true