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