diff options
author | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-22 18:19:51 +0100 |
---|---|---|
committer | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-22 18:19:51 +0100 |
commit | 599c8dd969ca3eec1767eaf3585ae9a32d23fa57 (patch) | |
tree | 3eae1c533d72413ce4b55c2da0a81593f4639c3b /scripts/enemy.gd | |
parent | e9b2e264f767da4e630a515ae3217f3966be9ce6 (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.gd | 2 |
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 |