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author | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-23 19:35:54 +0100 |
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committer | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-23 19:35:54 +0100 |
commit | 03080afab1ace191d0fda29845b033887e6e49f3 (patch) | |
tree | 99275b941046522393d84ac1399410b5c69c5263 | |
parent | b262d5d194036571d0b3adad3c9914ba9dbe0c8b (diff) |
bsp_level_generator: Fix walls generating past the end of the room
enemy: Fix seeing through walls
-rw-r--r-- | scripts/bsp_level_generator.gd | 5 | ||||
-rw-r--r-- | scripts/enemy.gd | 6 |
2 files changed, 2 insertions, 9 deletions
diff --git a/scripts/bsp_level_generator.gd b/scripts/bsp_level_generator.gd index f4191a3..bef90be 100644 --- a/scripts/bsp_level_generator.gd +++ b/scripts/bsp_level_generator.gd @@ -65,9 +65,6 @@ func is_leaf(node: BSPNode) -> bool: return node.left == null and node.right == null func check_door(grid: Array[Tile.Tile], axis: int, door_pos: Vector2i) -> bool: - var other_axis = (axis + 1) % 2 - door_pos[other_axis] += 1 - var room_left = door_pos room_left[axis] -= 1 @@ -106,7 +103,7 @@ func generate_grid(map: BSPNode, grid: Array[Tile.Tile]) -> void: var test_door = randi_range(map.min_dims[other_axis], map.max_dims[other_axis] - 1) var door_pos = Vector2i.ZERO door_pos[map.axis] = split_axis - door_pos[other_axis] = test_door + 2 + door_pos[other_axis] = test_door + 1 var door_pos2 = door_pos door_pos2[other_axis] += 1 diff --git a/scripts/enemy.gd b/scripts/enemy.gd index 871145b..8c5652f 100644 --- a/scripts/enemy.gd +++ b/scripts/enemy.gd @@ -80,13 +80,9 @@ func check_target_visible() -> bool: var space_state = get_world_3d().direct_space_state var starting_pos = global_position var ending_pos = target.global_position + Vector3.UP - var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos, 0x3, [self.get_rid()]) + var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos, 0xFFFFFFFF, [self.get_rid()]) var result = space_state.intersect_ray(query) - print("Checking player") - if result: - print("Hit ", result.collider, " Target ", target, " Self ", self) - if result and result.collider == target: return true |