extends Node2D var wave_count: int = 0 var enemy_count: int = 0 var enemy = null @export var wave_complete: bool = false const COLS: int = 5 const ROWS: int = 3 const CHICKEN = preload("res://scenes/enemy_chicken.tscn") const CRT = preload("res://scenes/enemy_CRT.tscn") func _ready(): wave_count = 0 EventBus.enemy_died.connect(_on_enemy_died) func spawn_enemies(): if wave_count == 1: #This is for CHICKENS print("Enemy Wave: ", wave_count) enemy = CHICKEN for x in range(COLS): for y in range(ROWS): var e = enemy.instantiate() var pos = Vector2(x * (28 + 4) + 56, 28 * 2 + y * 38) add_child(e) e.start(pos) enemy_count = ROWS * COLS await get_tree().process_frame print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size()) if wave_count == 0: #This is for CRTs print("Enemy Wave: ", wave_count) enemy = CRT var cols_mod = COLS - 1 var rows_mod = ROWS - 1 for x in range(cols_mod): for y in range(rows_mod): var pos_mod = int (randf_range(-42,32)) var e = enemy.instantiate() var pos = Vector2(x * (36 + 12) + 56, 28 * 2 + y * 38) add_child(e) e.start(pos + Vector2(pos_mod, y)) enemy_count = rows_mod * cols_mod await get_tree().process_frame func _on_enemy_died(): enemy_count -= 1 wave_status() func update_enemy_aggression(low,high): var nodes = get_tree().get_nodes_in_group("enemies") for node in nodes: if node is Area2D: 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(1) 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(0) if enemy_count == ROWS * COLS / 4: print_debug("Enemy count is 25%") update_enemy_aggression(1,1)