Minor testing logic update.

This commit is contained in:
Henry Faber 2026-07-02 08:24:02 +01:00
parent 49a8913c14
commit a0df0be862

View file

@ -26,8 +26,36 @@ func _on_spawn_timer_timeout() -> void:
if test_mode: if test_mode:
_spawn_test_pickups() _spawn_test_pickups()
else: else:
# TODO: normal mode — spawn a single random pickup. _spawn_normal_pickup()
pass
func _spawn_normal_pickup() -> void:
# Spawn a single random pickup at a position near the player.
if all_weapon_shots.is_empty():
return
var pickup := _spawn_pickup(
all_weapon_shots[randi() % all_weapon_shots.size()]
)
if pickup == null or not is_instance_valid(pickup):
return
# Position: centered horizontally, above the player with vertical padding.
var player_node := get_node_or_null("../Player")
if player_node != null:
pickup.position = Vector2(
randf_range(40.0, screensize.x - 40.0),
player_node.position.y - randf_range(80.0, 200.0)
)
else:
pickup.position = Vector2(
randf_range(40.0, screensize.x - 40.0),
randf_range(30.0, screensize.y * 0.4)
)
add_child(pickup)
_pickups_spawned += 1
_pickups_remaining = max(_pickups_remaining, _pickups_spawned)
func _spawn_test_pickups() -> void: func _spawn_test_pickups() -> void: