diff --git a/source/assets/scripts/server_handlers/network_processors/network_setup.gd b/source/assets/scripts/server_handlers/network_processors/network_setup.gd index 204dbc3..4b095de 100644 --- a/source/assets/scripts/server_handlers/network_processors/network_setup.gd +++ b/source/assets/scripts/server_handlers/network_processors/network_setup.gd @@ -1,6 +1,6 @@ extends Control -var player_amount = 1 +var player_amount = 0 var player = load("res://source/entities/player/player_node.tscn") diff --git a/source/assets/scripts/server_handlers/trinity_site_level.gd b/source/assets/scripts/server_handlers/trinity_site_level.gd index d7bb757..e40f25d 100644 --- a/source/assets/scripts/server_handlers/trinity_site_level.gd +++ b/source/assets/scripts/server_handlers/trinity_site_level.gd @@ -36,4 +36,3 @@ func _process(delta): globalActivePhase = Global.get_current_phase() if globalActivePhase["active"] != null: phase.text = str(globalActivePhase["active"]["phase_name"]) - print(time) diff --git a/source/assets/scripts/ui_element_handlers/game_UI.gd b/source/assets/scripts/ui_element_handlers/game_UI.gd index 9c0b96e..3efd57b 100644 --- a/source/assets/scripts/ui_element_handlers/game_UI.gd +++ b/source/assets/scripts/ui_element_handlers/game_UI.gd @@ -1,7 +1,7 @@ extends CanvasLayer # if 0, then singleplayer will work, if 1, then multiplayer only -var winner_amount = 1 +var winner_amount = 0 onready var win_timer = $winner/win_timer onready var winner = $winner diff --git a/source/assets/sprites/bullet/player_character_bullet.svg b/source/assets/sprites/bullet/player_character_bullet.svg index 6766961..4ee7201 100644 --- a/source/assets/sprites/bullet/player_character_bullet.svg +++ b/source/assets/sprites/bullet/player_character_bullet.svg @@ -1,8 +1,8 @@ + transform="matrix(-0.54918477,0,0,0.54918477,80.491815,-7.1388534)">