feat: implement global SFXManager singleton and integrate into main scene initialization
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+7
-3
@@ -720,8 +720,12 @@ func _auto_start_from_lobby():
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func _start_game():
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if multiplayer.is_server():
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# Delay spawn assignment to allow clients to finish instantiating Player nodes
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# via MultiplayerSpawner. If called too early, the RPC is dropped and clients
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# are left misplaced at the default starting position.
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await get_tree().create_timer(1.0).timeout
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# NOW assign spawn positions for EVERYONE (Host, Client, Bots)
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# We do this BEFORE the stabilization delay so players are moved away from (0,0) immediately.
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_assign_random_spawn_positions()
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# Wait for Nakama websocket to actually be open, up to 5 seconds
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@@ -735,9 +739,9 @@ func _start_game():
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wait_time += 0.2
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# Stabilization delay to allow clients to finish loading and spawning
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# We wait 1.5s to ensure the 1.2s loading screen buffer has finished
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# We wait 0.5s to ensure the remainder of the 1.2s loading screen buffer has finished
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# before the countdown starts.
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await get_tree().create_timer(1.5).timeout
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await get_tree().create_timer(0.5).timeout
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# PRE-GAME COUNTDOWN (3s)
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# Spawn static obstacles before countdown starts (Stop n Go only)
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