This commit is contained in:
2026-10-18 12:57:14 -04:00
parent e1337c2560
commit ac982a2b21
4 changed files with 15 additions and 2 deletions
+4 -1
View File
@@ -130,6 +130,7 @@ void Engine::Initiate()
Texture* blanktex = new Texture("assets/blanktexture.png");
Texture* magic = new Texture("assets/itsmagicbitch.jpg");
Texture* snowflake = new Texture("assets/snowflake.png");
Texture* bluetex = new Texture("assets/bluetexture.png");
Texture* shockwavetex = new Texture("assets/shockwave.png");
Texture* leontex = new Texture("assets/revolvertex.png");
@@ -145,6 +146,7 @@ void Engine::Initiate()
// ------------------------------------------------------------------------
Character* testcharacter = new Character();
testcharacter->name = "character";
testcharacter->skin = bluetex;
testcharacter->castshadow = true;
testcharacter->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
testcharacter->body->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
@@ -198,6 +200,7 @@ void Engine::Initiate()
auto SpawnRemote = [&]() -> Character* {
Character* c = new Character();
c->name = "remote";
c->skin = bluetex;
c->castshadow = true;
c->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
c->body->SetRig(testrig);
@@ -468,7 +471,7 @@ void Engine::Initiate()
// Cubes (E). Whoever hosts (or an offline player) owns and simulates them and decides when they
// despawn; LAN clients only ask the host for one and draw the poses it streams back.
const float cubeCooldownTime = 0.5f; // seconds between cubes per player
const float cubeCooldownTime = 0.1f; // seconds between cubes per player
const double cubeLifetime = 30.0; // seconds before a cube despawns
float cubeCooldown = 0.0f;
// Cubes also rain from the sky on their own (host / offline only; clients see them via the stream)