extends Node2D var enemy = preload("res://enemy.tscn") var player = preload("res://player.tscn") var instance = null var playing = false var enemy_count: int = 0: set(value): if value < 0: print_debug("Enemy value set to below zero: ", get_stack()) if value > 27: print_debug("Enemy value set to above 27!: ", get_stack()) enemy_count = value const COLS: int = 9 const ROWS: int = 3 @onready var start_button = $CanvasLayer/CenterContainer/Start @onready var game_over = $CanvasLayer/CenterContainer/GameOver func _ready(): game_over.hide() start_button.show() EventBus.player_died.connect(_on_player_died) EventBus.enemy_died.connect(_on_enemy_died) EventBus.enemy_hit.connect(_on_enemy_hit) func spawn_enemies(): # print("Remaining enemies: ", enemy_count) # await get_tree().process_frame for x in range(COLS): for y in range(ROWS): var e = enemy.instantiate() var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16) add_child(e) e.start(pos) enemy_count = ROWS * COLS await get_tree().process_frame print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size()) func _on_enemy_died(): enemy_count -= 1 print_debug(enemy_count) if enemy_count == 0: print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size()) win_game() func _on_enemy_hit(value: int): Global.score += value $CanvasLayer/UI.update_score(Global.score) func _on_player_died(): # get_tree().call_group("enemies", "queue_free") # $Player.set_process(false) # get_tree().call_group("enemies", "set_process", false) enemy_win() instance.queue_free() game_over.show() await get_tree().create_timer(2).timeout game_over.hide() start_button.show() playing = false func new_game(): # Ensure enemies are cleared. get_tree().call_group("enemies", "queue_free") get_tree().call_group("enemy_bullets", "queue_free") # print("Number of enemies at new_game: ",enemy_count) enemy_count = 0 await get_tree().process_frame # Reset score. Global.score = 0 $CanvasLayer/UI.update_score(Global.score) # instantiate the Player # await get_tree().create_timer(1).timeout instance = player.instantiate() add_child(instance) $Player.start() # Tell the shield to recharge. EventBus.initialize_shieldbar.emit() # Tell the enemies to spawn! #await get_tree().create_timer(.5).timeout spawn_enemies() # Tell the game we're playing. playing = true print("New game started!") func _input(EventInput): if EventInput.is_action_pressed("shoot") and playing == false: print("Input detected!") start_button.hide() new_game() func _on_start_pressed(): start_button.hide() new_game() func win_game(): playing = false game_over.show() $Player._on_player_victory() await get_tree().create_timer(2).timeout game_over.hide() start_button.show() func enemy_win() -> void: print("Enemy win!")