Removed extraneous enemy_died signal from spawning; used

get_nodes_in_group for enemy_count
This commit is contained in:
Henry 2025-12-17 19:17:46 +00:00
parent 485f03d702
commit 7ef6076eda
5 changed files with 21 additions and 10 deletions

23
main.gd
View file

@ -3,6 +3,7 @@ extends Node2D
var enemy = preload("res://enemy.tscn")
var score = 0
var playing = false
var enemy_count: int = 0
@onready var start_button = $CanvasLayer/CenterContainer/Start
@onready var game_over = $CanvasLayer/CenterContainer/GameOver
@ -15,20 +16,25 @@ func _ready():
# spawn_enemies()
func spawn_enemies():
for x in range(9):
for y in range(3):
for y in range(3):
var e = enemy.instantiate()
var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
add_child(e)
e.start(pos)
EventBus.enemy_died.emit()
enemy_count = get_tree().get_nodes_in_group("enemies").size()
print(enemy_count)
func _on_enemy_died(value):
print_debug("Enemy died!")
func _on_enemy_died(value: int):
score += value
enemy_count -= 1
$CanvasLayer/UI.update_score(score)
print_debug(enemy_count)
if enemy_count == 0:
print("All enemies defeated!")
win_game()
func _on_player_died():
playing = false
@ -48,3 +54,10 @@ func new_game():
func _on_start_pressed():
start_button.hide()
new_game()
func win_game():
playing = false
game_over.show()
await get_tree().create_timer(2).timeout
game_over.hide()
start_button.show()