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synced 2024-11-13 20:47:19 +01:00
Fix entrance position.
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@ -46,6 +46,8 @@ var enemies : Array = []
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#var nav_graph : AStar2D
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#var nav_graph : AStar2D
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var entrance_position : Transform = Transform()
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var entrance_position : Transform = Transform()
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var inner_entrance_position : Vector3 = Vector3()
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var inner_entrance_position : Vector3 = Vector3()
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var player_inner_entrance_position_x : int = 0
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var player_inner_entrance_position_z : int = 0
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# in binary: WallXP = 00001, WallXN = 0010, WallZP = 0100, WallZN = 1000
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# in binary: WallXP = 00001, WallXN = 0010, WallZP = 0100, WallZN = 1000
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enum NeighbourCaseCodeFlags { WallXP = 1, WallXN = 2, WallZP = 4, WallZN = 8 }
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enum NeighbourCaseCodeFlags { WallXP = 1, WallXN = 2, WallZP = 4, WallZN = 8 }
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@ -57,7 +59,6 @@ func _setup():
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return
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return
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entrance_position.origin = Vector3(7, 5, 7)
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entrance_position.origin = Vector3(7, 5, 7)
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inner_entrance_position = Vector3(10,10,10)
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# if data.get_dungeon_start_room_data_count() == 0:
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# if data.get_dungeon_start_room_data_count() == 0:
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# return
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# return
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@ -92,6 +93,7 @@ func _generate_chunk(chunk, spawn_mobs):
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var chunk_aabb : AABB = AABB(chunk.get_position() * Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * chunk.get_voxel_scale(), Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * chunk.get_voxel_scale())
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var chunk_aabb : AABB = AABB(chunk.get_position() * Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * chunk.get_voxel_scale(), Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * chunk.get_voxel_scale())
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if dung_entrance_scene && chunk_aabb.has_point(entrance_position.origin):
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if dung_entrance_scene && chunk_aabb.has_point(entrance_position.origin):
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inner_entrance_position = Vector3(player_inner_entrance_position_x * chunk.voxel_scale, (posy + 2) * chunk.voxel_scale + 0.3, player_inner_entrance_position_z * chunk.voxel_scale)
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call_deferred("spawn_teleporter_scene", dung_entrance_scene, entrance_position, chunk, inner_entrance_position)
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call_deferred("spawn_teleporter_scene", dung_entrance_scene, entrance_position, chunk, inner_entrance_position)
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if !aabb.intersects(chunk_aabb):
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if !aabb.intersects(chunk_aabb):
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@ -179,9 +181,10 @@ func build():
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build_level()
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build_level()
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#Place player
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#Place player
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# var start_room = rooms.front()
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var start_room = rooms.front()
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# var player_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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player_inner_entrance_position_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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# var player_y = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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player_inner_entrance_position_z = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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inner_entrance_position = Vector3(10,10,10)
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#inner_entrance_position!
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#inner_entrance_position!
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# entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
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# entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
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