Lots of bug fixes that were reported by game testers and me.
This commit is contained in:
patrick_pluto 2024-08-06 11:13:52 +02:00
parent 40100e8fee
commit eba1c28eb9
9 changed files with 163 additions and 68 deletions

View file

@ -15,9 +15,10 @@ var living = true
func _process(delta):
if occupied:
trapped_body.position = position
trapped_body.position = global_position
if occupied and trapped_body.hp == 0:
living = false
$dead.show()
func _on_area_3d_body_entered(body):
if body is CharacterBody3D:
@ -29,8 +30,8 @@ func _on_area_3d_body_entered(body):
trapped_body.frozen()
elif !body.beast and occupied and living and body != trapped_body:
trapped_body.unfreeze()
trapped_body._on_time_in_bag_timeout()
occupied = false
trapped_body.position = $spawn.global_position
trapped_body = null
func _on_timer_timeout():

View file

@ -12,7 +12,6 @@ extends Node
var settings = {"save_version" = 2, "fps_counter" = 1}
var computers = 0
var players = 0
var is_creating = false
var map_name = "mansion"
func _ready():
@ -24,6 +23,8 @@ func _ready():
settings = temp
else:
Save.saveJSON("user://settings.json", settings)
if OS.is_debug_build():
settings["fps_counter"] = 1
func _process(delta):
pass

View file

@ -144,12 +144,17 @@ func lost_one():
$hammer_bag/CSGCylinder3D/CSGSphere3D.visible = false
func frozen():
visible = true
$in_bag.visible = false
is_frozen = true
enabled = false
func unfreeze():
is_frozen = false
if !npc:
enabled = true
caught = false
func _on_time_in_bag_timeout():
visible = true

View file

@ -21,7 +21,6 @@ var character = preload("res://objects/player.tscn")
var is_server = false
var first_joined = true
var game_master = "debug"
var host_announced = false
var map_name = "mansion"
func reset():
@ -30,6 +29,8 @@ func reset():
label = null
map = null
is_server = false
first_joined = false
game_master = "debug"
character = preload("res://objects/player.tscn")
if multiplayer != null:
multiplayer.multiplayer_peer = null
@ -50,8 +51,9 @@ func create_game():
multiplayer.multiplayer_peer = peer
func _process(delta):
if multiplayer.is_server():
make_host.rpc(game_master)
if multiplayer != null:
if multiplayer.is_server():
make_host.rpc(game_master)
@rpc("authority","call_remote","reliable")
func make_host(id):