Sync survivor spawning with per-floor pacing

Clear runners on each new floor as well
This commit is contained in:
Jennie Robinson Faber 2026-05-10 17:39:55 +01:00
parent ec958717b1
commit 6b2065f4b2
4 changed files with 38 additions and 39 deletions

View file

@ -1,44 +1,43 @@
extends Node3D extends Node3D
var survivors: int = 5 @export var batch_duration: float = 16.0
var survivor_rate: float = .75 @export var lateral_variance: float = 1.5
var speed_modifer: int = 0
var spawn_readiness: bool = false var _active_walkers: Array[Node] = []
var _batch_generation: int = 0
@onready var survivor = preload("res://scenes/survivor.tscn") @onready var survivor = preload("res://scenes/survivor.tscn")
@onready var world = preload("res://scenes/world.tscn")
@onready var survivor_spawn = get_node("/root/Game/World/SuvivorSpawn") @onready var survivor_spawn = get_node("/root/Game/World/SuvivorSpawn")
@onready var start_pos = survivor_spawn.global_position @onready var start_pos: Vector3 = survivor_spawn.global_position
func _ready() -> void: func _enter_tree() -> void:
start() EventBus.floor_started.connect(_on_floor_started, CONNECT_DEFERRED)
func start() -> void:
spawn_readiness = true
spawn_survivor()
#func _physics_process(delta): func _on_floor_started(count: int) -> void:
#if spawn_readiness == true: _batch_generation += 1
#spawn_survivor() _clear_active_walkers()
#spawn_readiness = false if count <= 0:
# return
#else: pass _run_batch(count, _batch_generation)
func spawn_survivor(): func _clear_active_walkers() -> void:
for w in _active_walkers:
if spawn_readiness == false: pass if is_instance_valid(w):
w.queue_free()
else: _active_walkers.clear()
var survivor_delay: float = randf_range(1, 2.5) func _run_batch(count: int, generation: int) -> void:
var start_variance = Vector3((randf_range(-1, 2)),0,0) var gap: float = batch_duration / float(count)
for i in range(count):
for x in range(survivors): if generation != _batch_generation:
var s = survivor.instantiate() return
get_tree().root.add_child.call_deferred(s) _spawn_one()
#get_node("/root/Game/World").add_child(s) var jitter: float = randf_range(-gap * 0.25, gap * 0.25)
s.position = start_pos + start_variance await get_tree().create_timer(max(0.05, gap + jitter)).timeout
await get_tree().create_timer(survivor_rate * survivor_delay).timeout
spawn_readiness = true func _spawn_one() -> void:
var s = survivor.instantiate()
var offset := Vector3(randf_range(-lateral_variance, lateral_variance), 0, 0)
get_tree().root.add_child.call_deferred(s)
s.position = start_pos + offset
_active_walkers.append(s)

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@ -48,6 +48,7 @@ func _start_floor():
EventBus.people_changed.emit(people_in_elevator, threshold) EventBus.people_changed.emit(people_in_elevator, threshold)
EventBus.floor_changed.emit(current_floor) EventBus.floor_changed.emit(current_floor)
EventBus.floor_started.emit(survivors_remaining)
var screen = $PanelMargin/PanelColumn/Screen var screen = $PanelMargin/PanelColumn/Screen
screen.start() screen.start()

View file

@ -1,6 +1,4 @@
extends Node3D extends Node3D
func _ready() -> void: func _ready() -> void:
$ComponentSpawn.spawn_survivor() pass

View file

@ -8,5 +8,6 @@ signal score_changed(new_score: int)
signal people_changed(count: int, threshold: int) signal people_changed(count: int, threshold: int)
signal game_won signal game_won
signal game_lost signal game_lost
signal floor_started(survivor_count: int)
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations @warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations