Migrated current spawning logic to dedicated wave node.
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fd607018a3
commit
674a231847
6 changed files with 112 additions and 49 deletions
52
wave.gd
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52
wave.gd
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extends Node2D
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var wave_count: int = 0
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var enemy_count: int = 0
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var enemy = preload("res://scenes/enemy.tscn")
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const COLS: int = 9
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const ROWS: int = 3
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func _ready():
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wave_count += 1
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EventBus.enemy_died.connect(_on_enemy_died)
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func spawn_enemies():
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print("Enemy Wave: ", wave_count)
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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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wave_count += 1
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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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