Set up framework for more advance pickup behaviours.
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16 changed files with 485 additions and 20 deletions
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@ -9,18 +9,44 @@ class_name PowerUpSpawner extends Node2D
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@onready var screensize: Vector2 = get_viewport().content_scale_size
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@onready var spawn_timer: Timer = $SpawnTimer
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# Optional behavior resources to assign randomly on spawn.
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@export var pickup_behaviors: Array[PickupBehavior] = []
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# All weapon resources to spawn as pickups.
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# Populate in the editor with your weapon_shot resources.
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@export var all_weapon_shots: Array[WeaponShot] = []
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# Optional drift behaviors to assign randomly on spawn.
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# Leave empty to use whatever is baked into the pickup scene.
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@export var drift_behaviors: Array[PickupDriftBehavior] = []
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# How long a pickup can linger off-screen before being cleaned up.
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@export var offscreen_timeout: float = 5.0
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# How long to wait after a pickup is collected before spawning the next one.
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@export var cooldown_after_collection: float = 5.0
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var _pickups_spawned: int = 0
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var _pickups_remaining: int = 0
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# Tracks active pickups so we can check off-screen timeouts.
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var _active_pickups: Array[Area2D] = []
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# Cooldown state for post-collection pause.
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var _cooldown_timer: Timer
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var _in_cooldown: bool = false
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func _ready() -> void:
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if spawn_timer == null:
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return
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spawn_timer.wait_time = spawn_interval
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# Create a one-shot cooldown timer.
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_cooldown_timer = Timer.new()
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_cooldown_timer.one_shot = true
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_cooldown_timer.timeout.connect(_on_cooldown_finished)
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add_child(_cooldown_timer)
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func _on_spawn_timer_timeout() -> void:
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if test_mode:
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@ -29,6 +55,12 @@ func _on_spawn_timer_timeout() -> void:
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_spawn_normal_pickup()
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func _on_cooldown_finished() -> void:
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_in_cooldown = false
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if spawn_timer != null and test_mode:
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spawn_timer.start()
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func _spawn_normal_pickup() -> void:
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# Spawn a single random pickup at a position near the player.
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if all_weapon_shots.is_empty():
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@ -59,26 +91,51 @@ func _spawn_normal_pickup() -> void:
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func _spawn_test_pickups() -> void:
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for weapon: WeaponShot in all_weapon_shots:
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if weapon == null or weapon.shot_name.is_empty():
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continue
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# In test mode: pick ONE random weapon and spawn a single pickup.
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if all_weapon_shots.is_empty():
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return
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var pickup := _spawn_pickup(weapon)
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if not is_instance_valid(pickup):
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continue # skipped — no valid icon
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var chosen_weapon: WeaponShot = all_weapon_shots[randi() % all_weapon_shots.size()]
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if chosen_weapon == null or chosen_weapon.shot_name.is_empty():
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return
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# Random position within viewport, with edge padding.
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var margin: float = 15.0
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var pickup := _spawn_pickup(chosen_weapon)
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if not is_instance_valid(pickup):
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return
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# Random position within viewport, with edge padding.
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var margin: float = 15.0
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if _should_randomize_origin(pickup):
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# Randomize the perpendicular axis so pickups don't all start at one edge.
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var drift := _get_pickup_drift(pickup)
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if drift != null:
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var offset := Vector2.ZERO
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if drift.drift_along_x:
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# Travels along X; randomize Y origin.
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offset.x = randf_range(margin, screensize.x - margin)
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offset.y = 0.0
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else:
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# Travels along Y; randomize X origin.
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offset.x = 0.0
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offset.y = randf_range(margin, screensize.y - margin)
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pickup.position = offset
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else:
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pickup.position = Vector2(
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randf_range(margin, screensize.x - margin),
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randf_range(margin, screensize.y - margin)
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)
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else:
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pickup.position = Vector2(
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randf_range(margin, screensize.x - margin),
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randf_range(margin, screensize.y - margin)
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)
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add_child(pickup)
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_pickups_spawned += 1
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_pickups_remaining = _pickups_spawned
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add_child(pickup)
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_active_pickups.append(pickup)
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_pickups_spawned += 1
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_pickups_remaining = _pickups_spawned
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# Pause the timer while pickups are on screen; resume when all gone.
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# Pause the timer while pickup is on screen; resume when gone or expired.
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if spawn_timer != null:
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spawn_timer.stop()
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@ -92,12 +149,16 @@ func pickup_collected() -> void:
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var wc: WeaponComponent = level.get_node_or_null("WeaponComponent")
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if wc != null:
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wc.test_mode = test_mode
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# Decrement counter; resume timer once all pickups are gone.
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_pickups_remaining = max(0, _pickups_remaining - 1)
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if _pickups_remaining <= 0:
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if spawn_timer != null:
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spawn_timer.start()
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_pickups_spawned = 0
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# Remove from active list and start cooldown.
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_active_pickups.clear()
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if spawn_timer != null:
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spawn_timer.stop()
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_start_cooldown()
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func _process(delta: float) -> void:
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if test_mode:
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_update_active_pickups(delta)
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func _spawn_pickup(weapon: WeaponShot) -> Area2D:
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@ -123,4 +184,99 @@ func _spawn_pickup(weapon: WeaponShot) -> Area2D:
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icon.size = Vector2(16, 16)
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pickup.add_child(icon)
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# Assign a random behavior for visual variety.
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_apply_random_behavior(pickup)
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# Assign a random drift behavior for visual variety.
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_apply_random_drift(pickup)
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return pickup
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func _cleanup_pickup(pickup: Area2D) -> void:
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# Remove from active list if present.
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for i in _active_pickups.size():
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if _active_pickups[i] == pickup:
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_active_pickups.remove_at(i)
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break
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pickup.queue_free()
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# Trigger cooldown/respawn when a pickup drifts off-screen.
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_start_cooldown()
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func _update_active_pickups(_delta: float) -> void:
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# Check each active pickup for off-screen timeout.
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var viewport_rect := get_viewport_rect().size
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var margin: float = 50.0 # how far off-screen counts as "gone"
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var to_remove: Array[Area2D] = []
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for pickup in _active_pickups:
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if not is_instance_valid(pickup):
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continue
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# Simple off-screen check: outside viewport + margin.
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if (pickup.position.x < -margin
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or pickup.position.x > viewport_rect.x + margin
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or pickup.position.y < -margin
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or pickup.position.y > viewport_rect.y + margin):
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to_remove.append(pickup)
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for bad_pickup in to_remove:
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_cleanup_pickup(bad_pickup)
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func _start_cooldown() -> void:
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if offscreen_timeout <= 0 or cooldown_after_collection <= 0:
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return
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_in_cooldown = true
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_cooldown_timer.wait_time = cooldown_after_collection
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_cooldown_timer.start()
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func _apply_random_behavior(pickup: Area2D) -> void:
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if pickup_behaviors.is_empty():
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return
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var controller := pickup.get_node_or_null("PickupBehaviorController")
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if controller == null:
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return
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var chosen: PickupBehavior = pickup_behaviors[randi() % pickup_behaviors.size()].duplicate() as PickupBehavior
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if chosen != null:
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controller.behavior = chosen
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func _apply_random_drift(pickup: Area2D) -> void:
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# Randomly assign a drift behavior to the spawned pickup instance.
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if drift_behaviors.is_empty():
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return
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var controller := pickup.get_node_or_null("PickupBehaviorController")
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if controller == null:
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return
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var chosen: PickupDriftBehavior = drift_behaviors[randi() % drift_behaviors.size()].duplicate() as PickupDriftBehavior
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if chosen == null:
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return
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# Randomize phase offset for per-instance variety.
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chosen.phase_offset = randf_range(0.0, TAU)
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# Randomize axis (horizontal vs vertical travel).
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chosen.drift_along_x = randf() > 0.5
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# Randomize direction (forward vs reverse).
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chosen.reverse_direction = randf() > 0.5
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# Randomize perpendicular origin.
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chosen.randomize_origin = randf() > 0.5
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# When randomizing origin, zero the phase so the wave starts at center (0 offset).
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if chosen.randomize_origin:
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chosen.phase_offset = 0.0
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controller.drift_behavior = chosen
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func _get_pickup_drift(pickup: Area2D) -> PickupDriftBehavior:
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var controller := pickup.get_node_or_null("PickupBehaviorController")
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if controller == null:
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return null
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return controller.drift_behavior
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func _should_randomize_origin(pickup: Area2D) -> bool:
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var drift := _get_pickup_drift(pickup)
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return drift != null and drift.randomize_origin
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