Allow playing game_world without gamemode selected

This commit is contained in:
antimundo 2024-03-17 15:52:59 +01:00
parent 5622ff6c2a
commit a8a16dfdb8
No known key found for this signature in database
GPG key ID: F83F260F8F88F0BC
2 changed files with 9 additions and 8 deletions

View file

@ -7,10 +7,11 @@ var count_kills := 0
@onready var gameplay_ui = $CanvasLayer/GameplayUI
func _ready() -> void:
timer.wait_time = Global.current_gamemode.time
for target: int in range(Global.current_gamemode.initial_targets):
spawn_target()
if Global.current_gamemode:
timer.wait_time = Global.current_gamemode.time
for target: int in range(Global.current_gamemode.initial_targets):
spawn_target()
update_world_environment()
func _process(_delta) -> void:

View file

@ -30,16 +30,16 @@ func _input(event) -> void:
rotate_y(deg_to_rad(-event.relative.x * mouse_sensitivity))
camera.rotate_x(deg_to_rad(-event.relative.y * mouse_sensitivity))
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-MAX_CAMERA_ANGLE), deg_to_rad(MAX_CAMERA_ANGLE))
if Global.current_gamemode.health == 0:
if Global.current_gamemode and Global.current_gamemode.health == 0:
if event.is_action_pressed("shoot"):
shoot(1)
if event.is_action_pressed("jump") and Global.current_gamemode.player_movement:
if event.is_action_pressed("jump") and ((Global.current_gamemode and Global.current_gamemode.player_movement) or Global.current_gamemode.is_empty()):
jump()
var elapsed: float
func _process(delta):
const COOLDOWN = .2
if Global.current_gamemode.health > 0:
if Global.current_gamemode and Global.current_gamemode.health > 0:
elapsed += delta
if elapsed > COOLDOWN:
if Input.is_action_pressed("shoot"):
@ -49,7 +49,7 @@ func _process(delta):
handle_joypad_rotation(delta)
func _physics_process(delta) -> void:
if Global.current_gamemode.player_movement:
if (Global.current_gamemode and Global.current_gamemode.player_movement) or Global.current_gamemode.is_empty():
handle_gravity(delta)
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var movement_velocity := Vector3(input.x, 0, input.y) * SPEED