From 03080afab1ace191d0fda29845b033887e6e49f3 Mon Sep 17 00:00:00 2001 From: Lucas Fryzek Date: Mon, 23 Sep 2024 19:35:54 +0100 Subject: bsp_level_generator: Fix walls generating past the end of the room enemy: Fix seeing through walls --- scripts/bsp_level_generator.gd | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'scripts/bsp_level_generator.gd') 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 -- cgit