diff --git a/scenes/main.gd b/scenes/main.gd index 5b97bcc..10fd2d8 100644 --- a/scenes/main.gd +++ b/scenes/main.gd @@ -171,6 +171,11 @@ func _hide_ground_tiles(): func _setup_effect_elevation(): var em = get_node_or_null("EnhancedGridMap") if em and em.mesh_library: + # USER REQUEST: Do not apply visual Y-elevation for walls in Stop n Go mode + if LobbyManager.game_mode == "Stop n Go": + print("[Main] Stop n Go mode detected: Skipping effect elevation for walls.") + return + var ml = em.mesh_library.duplicate() # Height 0.8: Above 3D arena, but below pickups (Y=1.0) @@ -183,6 +188,7 @@ func _setup_effect_elevation(): em.mesh_library = ml print("[Main] MeshLibrary elevation applied: Wall(4) and Freeze(5) at Y=0.8") + @rpc("any_peer", "call_local", "reliable") func sync_portal_configs(configs: Array): if portal_mode_manager: diff --git a/scripts/managers/screen_shake.gd b/scripts/managers/screen_shake.gd index ef4782a..f0065a1 100644 --- a/scripts/managers/screen_shake.gd +++ b/scripts/managers/screen_shake.gd @@ -30,4 +30,3 @@ func set_target_position(new_pos: Vector3, duration: float = 1.0): # Tween the target position var tween = create_tween() tween.tween_property(self, "target_position", new_pos, duration).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT) - diff --git a/scripts/managers/stop_n_go_manager.gd b/scripts/managers/stop_n_go_manager.gd index a51e904..81607d2 100644 --- a/scripts/managers/stop_n_go_manager.gd +++ b/scripts/managers/stop_n_go_manager.gd @@ -360,8 +360,8 @@ func _apply_arena_setup(): for z in range(gridmap.rows): var current_pos = Vector2i(x, z) if current_pos in non_walkable_coords: - gridmap.set_cell_item(Vector3i(x, 0, z), -1) # empty space / void - gridmap.set_cell_item(Vector3i(x, 1, z), TILE_OBSTACLE) # wall block + gridmap.set_cell_item(Vector3i(x, 0, z), TILE_OBSTACLE) # wall block on Floor 0 + gridmap.set_cell_item(Vector3i(x, 1, z), -1) continue var tile_id = TILE_WALKABLE @@ -379,7 +379,7 @@ func _apply_arena_setup(): _create_room_with_edge_walls(gridmap, 7, 6, 11, 9, r1_entrances) # Non-walkable obstacle inside Room 1 - gridmap.set_cell_item(Vector3i(9, 1, 8), TILE_OBSTACLE) + gridmap.set_cell_item(Vector3i(9, 0, 8), TILE_OBSTACLE) # Room 2: (15,1) to (19,5) - 5x5 Area. Boundaries: X[15..19], Z[1..5] var r2_entrances = [Vector2i(15, 2), Vector2i(17, 1), Vector2i(19, 2), Vector2i(18, 5)]