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Asked By | mudiko |
Hey!
I’m trying to create a turn-based roguelike game(room based). I have a bug which i could not solve for days.
My game is procedurally generated. On my _ready function I do the procedural generation and then call update_visuals method as call_deferred, which deletes fog from the map using ray casting. (By default fog is everywhere)
When I don’t use procedural generation and generate the map with hand, my update_visuals works perfect. But with procedural generation I could only make it work by putting a wait. (The bug also occurs if I pass through a Door while I play)
If I don’t put a wait, then left side of the map gets calculated wrong, while right side gets calculated true.
It seems like my direct space state does not get updated, even if I use call_deferred()
I tried a lot of different approaches, but the only fix was wait.
Thank for your attention,
mudiko