Rework elevator gameplay around pulse-blocking and per-floor spawning

This commit is contained in:
Jennie Robinson Faber 2026-05-10 14:54:49 +01:00
parent a95eaa4dfb
commit 150e703d29
12 changed files with 423 additions and 151 deletions

View file

@ -12,11 +12,16 @@ var spawn_readiness: bool = false
@onready var start_pos = survivor_spawn.global_position
func _ready() -> void:
start()
spawn_readiness = false
func _physics_process(delta):
if spawn_readiness == true:
spawn_survivor()
spawn_readiness = false
else:
func start() -> void:
spawn_readiness = true
spawn_survivor()
#func _physics_process(delta):
#if spawn_readiness == true:
@ -32,7 +37,7 @@ func spawn_survivor():
else:
var survivor_delay: float = randf_range(1, 2.5)
var start_variance = Vector3((randf_range(-1, 2)),0,0)
for x in range(survivors):
var s = survivor.instantiate()