Created new functions for wave status, initializing a new wave based on

status, evaluating the agression of the current weave.
This commit is contained in:
Henry 2026-02-13 12:36:09 +00:00
parent 674a231847
commit e3c384c3cd

51
wave.gd
View file

@ -4,6 +4,8 @@ var wave_count: int = 0
var enemy_count: int = 0
var enemy = preload("res://scenes/enemy.tscn")
@export var wave_complete: bool = false
const COLS: int = 9
const ROWS: int = 3
@ -27,21 +29,9 @@ func spawn_enemies():
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()
await get_tree().create_timer(2).timeout
wave_count += 1
spawn_enemies()
if enemy_count == ROWS * COLS / 2:
print_debug("Enemy count is 50%")
update_enemy_aggression(2,10)
EventBus.goose_talk.emit()
if enemy_count == ROWS * COLS / 4:
print_debug("Enemy count is 25%")
update_enemy_aggression(1,1)
wave_status()
func update_enemy_aggression(low,high):
var nodes = get_tree().get_nodes_in_group("enemies")
@ -50,3 +40,34 @@ func update_enemy_aggression(low,high):
node.enemy_move_aggression = randf_range(low,high)
node.enemy_shoot_aggression = randf_range(low,high)
node.tween_speed = min(low,high) - .75
func wave_status():
if enemy_count > 0:
enemy_aggression_check()
wave_complete = false
else:
EventBus.goose_talk.emit()
wave_initialize()
wave_complete = true
func wave_initialize():
await get_tree().create_timer(2).timeout
wave_count += 1
spawn_enemies()
func enemy_aggression_check():
if enemy_count == ROWS * COLS / 2:
print_debug("Enemy count is 50%")
update_enemy_aggression(2,10)
EventBus.goose_talk.emit()
if enemy_count == ROWS * COLS / 4:
print_debug("Enemy count is 25%")
update_enemy_aggression(1,1)