reversed tubes on the hub, other hub world tweaks

This commit is contained in:
Derek
2025-03-30 12:57:11 -05:00
parent d64ef7ccde
commit 757b2df6b3
16 changed files with 208 additions and 100 deletions

View File

@@ -1,8 +1,6 @@
extends Node3D
@export var jump_amount = 20
@export var stamina_replenish = true
@export var ammo_amount = 20
@onready var jump_sound = $JumpSound
var can_jump = false

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@@ -1,7 +1,6 @@
extends Area3D
func _on_body_exited(body: Node3D) -> void:
print("PLAYER OUT OF BOUNDS")
var level_control = get_tree().current_scene
if level_control.gamemode.die_on_leaving_bounds == true:
get_tree().current_scene.die()

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@@ -51,8 +51,8 @@ func damage(body):
body.add_marker(collision_raycast_3d.get_collision_point(),collision_raycast_3d.global_rotation)
#start leaking effect
if body.is_in_group("leak") and body.water_leak != null:
add_normal_decal(body,body.water_leak)
#if body.is_in_group("leak") and body.water_leak != null:
#add_normal_decal(body,body.water_leak)
#break breakables
if body.is_in_group("breakable"):

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@@ -268,5 +268,5 @@ func load_resource_path(array):
else:
return []
func shot_fired():
func shot_fired(variable):
GameGlobals.shots_fired += null_data_check(GameGlobals.shots_fired, 1)

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@@ -8,7 +8,7 @@ var timer_active = false
var active = true
var index : int
const SCENE_SPAWN_OFFSET = Vector3(0,-150,0)
const SCENE_SPAWN_OFFSET = Vector3(0,400,0)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -25,10 +25,7 @@ func _on_body_entered(body: Node3D) -> void:
if active and timer_active:
active = false
var scene = load(level_info["level_path"]).instantiate()
if scene.sky_type != null:
SignalBus.emit_signal("update_sky",scene.sky_type)
get_tree().current_scene.add_child(scene)
scene.global_position = global_position + SCENE_SPAWN_OFFSET

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@@ -1,7 +1,6 @@
extends StaticBody3D
@export var remove_targets_on_reload = false
@onready var ray_cast_3d: RayCast3D = $RayCast3D
const TARGET_MARKER = preload("res://assets/target_marker.tscn")