Migrated current spawning logic to dedicated wave node.
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fd607018a3
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674a231847
6 changed files with 112 additions and 49 deletions
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@ -24,51 +24,51 @@ func _ready():
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game_over.hide()
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start_button.show()
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EventBus.player_died.connect(_on_player_died)
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EventBus.enemy_died.connect(_on_enemy_died)
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#EventBus.enemy_died.connect(_on_enemy_died)
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EventBus.enemy_hit.connect(_on_enemy_hit)
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func spawn_enemies():
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# print("Remaining enemies: ", enemy_count)
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# await get_tree().process_frame
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enemy_wave += 1
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print("Enemy Wave: ", enemy_wave)
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for x in range(COLS):
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for y in range(ROWS):
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var e = enemy.instantiate()
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var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
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add_child(e)
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e.start(pos)
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enemy_count = ROWS * COLS
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await get_tree().process_frame
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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func _on_enemy_died():
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enemy_count -= 1
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print_debug(enemy_count)
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if enemy_count == 0:
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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# win_game()
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await get_tree().create_timer(2).timeout
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spawn_enemies()
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if enemy_count == ROWS * COLS / 2:
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print_debug("Enemy count is 50%")
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update_enemy_aggression(2,10)
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EventBus.goose_talk.emit()
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if enemy_count == ROWS * COLS / 4:
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print_debug("Enemy count is 25%")
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update_enemy_aggression(1,1)
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func update_enemy_aggression(low,high):
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var nodes = get_tree().get_nodes_in_group("enemies")
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for node in nodes:
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if node is Area2D:
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node.enemy_move_aggression = randf_range(low,high)
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node.enemy_shoot_aggression = randf_range(low,high)
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node.tween_speed = min(low,high) - .75
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#func spawn_enemies():
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## print("Remaining enemies: ", enemy_count)
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## await get_tree().process_frame
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#enemy_wave += 1
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#print("Enemy Wave: ", enemy_wave)
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#for x in range(COLS):
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#for y in range(ROWS):
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#var e = enemy.instantiate()
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#var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16)
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#add_child(e)
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#e.start(pos)
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#enemy_count = ROWS * COLS
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#await get_tree().process_frame
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#print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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#
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#
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#
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##func _on_enemy_died():
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##enemy_count -= 1
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##print_debug(enemy_count)
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##if enemy_count == 0:
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##print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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### win_game()
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##await get_tree().create_timer(2).timeout
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##$Wave.spawn_enemies()
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##if enemy_count == ROWS * COLS / 2:
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##print_debug("Enemy count is 50%")
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##update_enemy_aggression(2,10)
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##EventBus.goose_talk.emit()
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##if enemy_count == ROWS * COLS / 4:
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##print_debug("Enemy count is 25%")
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##update_enemy_aggression(1,1)
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#
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##func update_enemy_aggression(low,high):
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##var nodes = get_tree().get_nodes_in_group("enemies")
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##
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##for node in nodes:
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##if node is Area2D:
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##node.enemy_move_aggression = randf_range(low,high)
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##node.enemy_shoot_aggression = randf_range(low,high)
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##node.tween_speed = min(low,high) - .75
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func _on_enemy_hit(value: int):
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Global.score += value
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@ -107,13 +107,13 @@ func new_game():
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# instantiate the Player
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# await get_tree().create_timer(1).timeout
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instance = player.instantiate()
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instance = player.instantiate()
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add_child(instance)
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$Player.start()
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# Tell the enemies to spawn!
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#await get_tree().create_timer(.5).timeout
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spawn_enemies()
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$Wave.spawn_enemies()
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# Tell the game we're playing.
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@ -130,6 +130,7 @@ func _input(EventInput):
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func _on_start_pressed():
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start_button.hide()
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$Welcome.play()
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new_game()
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func win_game():
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