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authorLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-22 18:19:51 +0100
committerLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-22 18:19:51 +0100
commit599c8dd969ca3eec1767eaf3585ae9a32d23fa57 (patch)
tree3eae1c533d72413ce4b55c2da0a81593f4639c3b /scripts/enemy.gd
parente9b2e264f767da4e630a515ae3217f3966be9ce6 (diff)
bsp_level_generator: Generate level geometry manually
Don't use CSG geometry, this makes it easier to generate a collision mesh, and in the future would make it easier to have player created levels. Level generation is much faster now as well.
Diffstat (limited to 'scripts/enemy.gd')
-rw-r--r--scripts/enemy.gd2
1 files changed, 2 insertions, 0 deletions
diff --git a/scripts/enemy.gd b/scripts/enemy.gd
index 6be60c7..1c4c063 100644
--- a/scripts/enemy.gd
+++ b/scripts/enemy.gd
@@ -62,6 +62,8 @@ func chase_nav_mesh(delta: float):
var next_location = nav_agent.get_next_path_position()
var new_velocity = (next_location - current_location).normalized() * speed
+ #print("Target is ", next_location)
+
# We only want to navigate on XZ plane
new_velocity.y = 0