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-rw-r--r--scripts/bsp_level_generator.gd5
-rw-r--r--scripts/enemy.gd6
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